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Improving the experience of controlling avatars in camera-based games using physical input

Published: 23 October 2006 Publication History

Abstract

This paper investigates two methods of improving the user experience of camera-based interaction. First, problems that arise when avatars are designed to mimic a user's physical actions are presented. Second, a solution is proposed: adding a layer of separation between user and avatar while retaining intuitive user control. Two methods are proposed for this separation: spatially and temporally. Implementations of these methods are then presented in the context of a simple game and evaluate their effect on performance and satisfaction. Results of a human subject experiment are presented, showing that reducing the amount of user control can maintain, and even improve, user satisfaction if the design of such a reduction is appropriate. This is followed by a discussion of how the findings inform camera-based game design.

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Boulic, R., et al. Integration of Motion Control Techniques for Virtual Human and Avatar Real-Time Animation. Proc. VRST '97, ACM Press (1997).
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Crawford, C. The Art of Computer Game Design. Berkeley, CA. Osborne/McGraw-Hill (1984).
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D'Hooge, H. Game Design Principles for the Intel Play Me2Cam Virtual Game System, Intel Tech. Q4, 2001.
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Hämäläinen, P., et al. A. Martial Arts in Artificial Reality. Proc. CHI 2005, ACM Press (2005).
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Höysniemi, J., et al, Children's Intuitive Gestures in Vision-Based Action. Comm. of the ACM, Jan 2005.
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Lee, C., et al. The Control of Avatar Motion Using Hand Gesture. Proc. VRST '98, ACM Press (1998).
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Linebarger, J. and Kessler, G. The Effect of Avatar Connectedness on Task Performance, Lehigh Univ TR, 2002.
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Cited By

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  • (2012)Does Movement Recognition Precision Affect the Player Experience in Exertion Games?Intelligent Technologies for Interactive Entertainment10.1007/978-3-642-30214-5_9(73-82)Online publication date: 2012

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  1. Improving the experience of controlling avatars in camera-based games using physical input

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    cover image ACM Conferences
    MM '06: Proceedings of the 14th ACM international conference on Multimedia
    October 2006
    1072 pages
    ISBN:1595934472
    DOI:10.1145/1180639
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 23 October 2006

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    Author Tags

    1. avatar
    2. camera-based interaction
    3. interaction design
    4. user study

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    MM06
    MM06: The 14th ACM International Conference on Multimedia 2006
    October 23 - 27, 2006
    CA, Santa Barbara, USA

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    Overall Acceptance Rate 2,145 of 8,556 submissions, 25%

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    • (2012)Does Movement Recognition Precision Affect the Player Experience in Exertion Games?Intelligent Technologies for Interactive Entertainment10.1007/978-3-642-30214-5_9(73-82)Online publication date: 2012

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