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Gameplay issues in the design of spatial 3D gestures for video games.

Published: 21 April 2006 Publication History

Abstract

We describe preliminary tests that form the first phase of research into issues involved with the design of spatial 3D gestures for video games. Early research on 3D gesture and spatial interaction was largely the domain of Virtual Reality (VR) [1]. More recent work looks at 3D gestures for mobile devices [2] and pervasive computing [3]. We are investigating issues affecting usability and fun [4] in the context of 3D gestures and spatial movement in video games where emotion, immediacy and immersion are more important than breadth of functionality and user task efficiency. These tests use our 3motion™ system, a wireless inertial motion tracking device and gesture SDK. This enables a range of gesture types from tight, precise movements to whole arm gestures, and from direct mapping of movement to recognition of 3D symbolic gestures. Four game scenarios using different spatial gesture characteristics were used to identify gameplay issues that have an impact on the design of 3D interaction.

References

[1]
Hinckley, K. Pausch, R. Goble, J.C. Kassell, N.F. A Survey of Design Issues in Spatial Input. In Proc. 7th annual ACM symposium on user interface software and technology (1994) 213--222]]
[2]
Marentakis, G. Brewster, S.A. A Study on Gestural Interaction with a 3D Audio Display. In Proc. Mobile HCI (2004) Vol. 3160, 180--191]]
[3]
Corradini, A. Wesson, M.R. Cohen, P.R. A Map-Based System using Speech and 3D gesture for Pervasive Computing. In Proc. 4th IEEE ICMI (2002) 191.]]
[4]
Malone, T.W. What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games. In Proc. 3rd ACM SIGSMALL symposium (1980) 162--169]]
[5]
Bolt, R. "Put That There": Voice and Gesture at the Graphics Interface. In Proc. SIGGRAPH '80, ACM Press (1980) 262--270]]
[6]
Keir, P. Elgoyhen, J. Naef, M. Payne, J. Horner, M. Anderson, P. Gesture-recognition with non-referenced tracking. 1st IEEE Symposium on 3D User interfaces (2006).]]
[7]
Kent, S. L. The first quarter: a 25-year history of video games. Bothwell, WA, BWD Press (2000)]]

Cited By

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  • (2019)Employing Interdisciplinary Approaches in Designing with Fragile Older Adults; Advancing ABLE for Arts-Based Rehabilitative Play and Complex LearningHuman Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance10.1007/978-3-030-22012-9_1(3-21)Online publication date: 8-Jun-2019
  • (2015)Context aware 3D gesture recognition for games and virtual realityACM SIGGRAPH 2015 Courses10.1145/2776880.2792711(1-61)Online publication date: 30-Jul-2015
  • (2014)Gesture Recognition with Accelerometers for Game Controllers, Phones and WearablesGSTF Journal on Computing (JoC)10.7603/s40601-013-0042-93:4Online publication date: 28-May-2014
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    cover image ACM Conferences
    CHI EA '06: CHI '06 Extended Abstracts on Human Factors in Computing Systems
    April 2006
    1914 pages
    ISBN:1595932984
    DOI:10.1145/1125451
    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: 21 April 2006

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    Author Tags

    1. 3D gestures
    2. fun
    3. physical gaming
    4. spatial interaction
    5. videogames

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    CHI06
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    CHI06: CHI 2006 Conference on Human Factors in Computing Systems
    April 22 - 27, 2006
    Québec, Montréal, Canada

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    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    Cited By

    View all
    • (2019)Employing Interdisciplinary Approaches in Designing with Fragile Older Adults; Advancing ABLE for Arts-Based Rehabilitative Play and Complex LearningHuman Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance10.1007/978-3-030-22012-9_1(3-21)Online publication date: 8-Jun-2019
    • (2015)Context aware 3D gesture recognition for games and virtual realityACM SIGGRAPH 2015 Courses10.1145/2776880.2792711(1-61)Online publication date: 30-Jul-2015
    • (2014)Gesture Recognition with Accelerometers for Game Controllers, Phones and WearablesGSTF Journal on Computing (JoC)10.7603/s40601-013-0042-93:4Online publication date: 28-May-2014
    • (2014)An introduction to 3D gestural interfacesACM SIGGRAPH 2014 Courses10.1145/2614028.2615424(1-42)Online publication date: 27-Jul-2014
    • (2012)Full-body motion-based game interaction for older adultsProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2207676.2208324(1873-1882)Online publication date: 5-May-2012
    • (2012)User-Defined Body Gestures for TV-based ApplicationsProceedings of the 2012 Fourth International Conference on Digital Home10.1109/ICDH.2012.23(415-420)Online publication date: 23-Nov-2012
    • (2011)An educational tool for creating distributed physical gamesProceedings of the 6th International Conference on Foundations of Digital Games10.1145/2159365.2159395(219-226)Online publication date: 29-Jun-2011
    • (2011)Homogeneous accelerometer-based sensor networks for game interactionComputers in Entertainment 10.1145/1953005.19530069:1(1-18)Online publication date: 1-Apr-2011
    • (2010)Exploring strategies and guidelines for developing full body video game interfacesProceedings of the Fifth International Conference on the Foundations of Digital Games10.1145/1822348.1822369(155-162)Online publication date: 19-Jun-2010
    • (2010)Buttonless clickingProceedings of the 2010 IEEE Virtual Reality Conference10.1109/VR.2010.5444810(67-70)Online publication date: 20-Mar-2010
    • Show More Cited By

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