The perceptual structure of multidimensional input device selection
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Recognizing self in puppet controlled virtual avatars
Proceedings of the 3rd International Conference on Fun and Games
A puppet interface for retrieval of motion capture data
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
RTFX: on-set previs with unrealengine3
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Cell phone puppets: turning mobile phones into performing objects
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
AMITIES: avatar-mediated interactive training and individualized experience system
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Improving remote collaborative process modelling using embodiment in 3D virtual environments
APCCM '13 Proceedings of the Ninth Asia-Pacific Conference on Conceptual Modelling - Volume 143
Designing embodied interfaces to support spatial ability
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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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.