Vibraudio pose: an investigation of non-visual feedback roles for body controlled video games

  • Authors:
  • Emiko Charbonneau;Charles E. Hughes;Joseph J. LaViola, Jr.

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

  • Venue:
  • Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
  • Year:
  • 2010

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Abstract

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.