Understanding visual interfaces for the next generation of dance-based rhythm video games

  • Authors:
  • Emiko Charbonneau;Andrew Miller;Chadwick Wingrave;Joseph J. LaViola, Jr.

  • Affiliations:
  • University of Central Florida;University of Central Florida;University of Central Florida;University of Central Florida

  • Venue:
  • Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
  • Year:
  • 2009

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Abstract

We present an experimental study exploring how to best guide users when playing RealDance, a next generation dancing game prototype. It uses four Nintendo Wii remotes, attached to the wrists and ankles, to create a 3D spatial interface utilizing the entire body to more closely mimic real dancing. Since RealDance requires a player to use both arms and legs, the player needs to know which of their four limbs to use, where they are expected to move, and when they are expected to move in the dance sequence. To understand the best way to present this information, we implemented three visual interface methods: Timeline, Motion Lines, and Beat Circles, that are based on existing rhythm video games but extended to support RealDance's 3D interaction requirements. Our study explores each visual interface's effectiveness in conveying dance sequence information and assisting the player in providing a rewarding experience. Our evaluation is based on points scored in the game, and post-questionnaires used to solicit reactions about each visual interface including which was preferred and why. The results of the study show that players had significantly higher scores when using Motion Lines and Beat Circles than with the Timeline. The results also indicate that players found Motion Lines and Beat Circles significantly easier to follow than Timeline and icon position significantly less confusing than the Timeline interface. From these results, we believe that Motion Lines and Beat Circles are more appropriate visual interfaces than the traditional Timeline interface for full body, rhythm dance games.