3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
Handbook of Human Factors and Ergonomics
Handbook of Human Factors and Ergonomics
Determining the Feasibility of Forearm Mounted Vibrotactile Displays
VR '06 Proceedings of the IEEE conference on Virtual Reality
Audio or tactile feedback: which modality when?
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Understanding visual interfaces for the next generation of dance-based rhythm video games
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
A language of tactile motion instructions
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services
Teach me to dance: exploring player experience and performance in full body dance games
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
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Current video games operate on the assumption of the player continuously facing the screen, which limits the possibilities in full-body gaming. Using commodity game controllers to capture full-body poses, we investigate player performance and experience in 3D video games using positive and negative reinforcement along audio, vibration and visual channels. To explore this, we conducted a study regarding non-visual feedback's effect on participating player's experience and performance. The results indicate that players sometimes performed faster with a visual guide, but preferred visual and non-visual feedback almost equally. Between non-visual feedback types, they performed fastest and preferred audio in a positive role and vibration in a negative role. Additionally, participants preferred vibration to audio as a feedback mechanism.