I'm in the game: embodied puppet interface improves avatar control

  • Authors:
  • Ali Mazalek;Sanjay Chandrasekharan;Michael Nitsche;Tim Welsh;Paul Clifton;Andrew Quitmeyer;Firaz Peer;Friedrich Kirschner;Dilip Athreya

  • Affiliations:
  • Georgia Institute of Technology, Atlanta, GA, USA;Georgia Institute of Technology, Atlanta, GA, USA;Georgia Institute of Technology, Atlanta, GA, USA;University of Toronto, Toronto, ON, Canada;Georgia Institute of Technology, Atlanta, GA, USA;Georgia Institute of Technology, Atlanta, GA, USA;Georgia Institute of Technology, Atlanta, GA, USA;Georgia Institute of Technology, Atlanta, GA, USA;University of Cincinnati, Cincinnati, OH, USA

  • Venue:
  • Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
  • Year:
  • 2010

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Abstract

We have developed an embodied puppet interface that translates a player's body movements to a virtual character, thus enabling the player to have a fine grained and personalized control of the avatar. To test the efficacy and short-term effects of this control interface, we developed a two-part experiment, where the performance of users controlling an avatar using the puppet interface was compared with users controlling the avatar using two other interfaces (Xbox controller, keyboard). Part 1 examined aiming movement accuracy in a virtual contact game. Part 2 examined changes of mental rotation abilities in users after playing the virtual contact game. Results from Part 1 revealed that the puppet interface group performed significantly better in aiming accuracy and response time, compared to the Xbox and keyboard groups. Data from Part 2 revealed that the puppet group tended to have greater improvement in mental rotation accuracy as well. Overall, these results suggest that the embodied mapping between a player and avatar, provided by the puppet interface, leads to important performance advantages.