Of mice and monkeys: a specialized input device for virtual body animation
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Evolution of the talking dinosaur: the (not so) natural history of a new interface for children
CHI 98 Cconference Summary on Human Factors in Computing Systems
Sympathetic interfaces: using a plush toy to direct synthetic characters
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Tangible interfaces for real-time 3D virtual environments
Proceedings of the international conference on Advances in computer entertainment technology
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
I'm in the game: embodied puppet interface improves avatar control
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Pictures at an exhibition: design of a hybrid puppetry performance piece
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Designing embodied interfaces to support spatial ability
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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Recent work in neuroscience suggests that there is a common coding in the brain between perception, imagination and execution of movement. Further, this common coding is considered to allow people to recognize their own movements when presented as abstract representations, and coordinate with these movements better. We are investigating how this 'own movement effect' could be extended to improve the interaction between players and game avatars, and how it might be leveraged to augment players' cognition. To examine this question, we have designed and developed a tangible puppet interface and 3D virtual environment that are tailored to investigate the mapping between player and avatar movements. In a set of two experiments, we show that when the puppet interface is used to transfer players' movements to the avatar, the players are able to recognize their own movements, when presented alongside others' movements. In both experiments, players did not observe their movements being transferred to the avatar, and the recognition occurred after a week of the transfer. Since the recognition effect persisted even with these two handicaps, we conclude that this is a robust effect, and the puppet interface is effective in personalizing an avatar, by transferring a player's own movements to the virtual character.