Proceedings of the conference on Visualization '01
International Journal of Human-Computer Studies - Application of affective computing in humanComputer interaction
Wizard of Oz prototyping of computer vision based action games for children
Proceedings of the 2004 conference on Interaction design and children: building a community
Martial arts in artificial reality
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Children's and parents' perception of full-body interaction and violence in a martial arts game
DUX '05 Proceedings of the 2005 conference on Designing for User eXperience
WMTE '06 Proceedings of the Fourth IEEE International Workshop on Wireless, Mobile and Ubiquitous Technology in Education
Understanding movement for interaction design: frameworks and approaches
Personal and Ubiquitous Computing
Running up Blueberry Hill: prototyping whole body interaction in harmony space
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
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The paper presents the design and evaluation of an original Ambient Interactive Storybook (AIS) for children, including its platform, the background story, and 10 full body interactive games. The evaluation, which focused on the user's physical experience and elements important to the designer, has been methodologically derived from the Krofli驴's and Laban's framework Body, Space, Time and Relationship, and additionally supported by sport science measurements. An experiment with 8 participants playing 10 games for 20 min was conducted and recorded to a digital video. Participants' physical experience was evaluated through the analysis of postures, the quality of the movement, the body parts used in the interaction, the playing area, the direction of movement, direction of gaze, tempo, dynamics and the quantity of motion (QoM). Results of the experiment are discussed in relation and with implications for game design. Conclusions are drawn with the summary of main findings, to better understand the mechanisms and principles involved the design of user's physical activity in full body interactive games for children. The theoretical work of Laban and Krofli驴 proved to be useful for interaction and games design in the transition from desktop to full body interactive games.