A survey of design issues in spatial input
UIST '94 Proceedings of the 7th annual ACM symposium on User interface software and technology
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
“Put-that-there”: Voice and gesture at the graphics interface
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
A Map-Based System Using Speech and 3D Gestures for Pervasive Computing
ICMI '02 Proceedings of the 4th IEEE International Conference on Multimodal Interfaces
Gesture-recognition with Non-referenced Tracking
3DUI '06 Proceedings of the 3D User Interfaces
Wiizards: 3D gesture recognition for game play input
Future Play '07 Proceedings of the 2007 conference on Future Play
ActionCube: a tangible mobile gesture interaction tutorial
Proceedings of the 2nd international conference on Tangible and embedded interaction
Interactive control of music using emotional body expressions
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Towards an interface for untethered ubiquitous gaming
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Intuitivité et incorporation des interactions gestuelles chez les utilisateurs de jeux vidéo
Proceedings of the 21st International Conference on Association Francophone d'Interaction Homme-Machine
Face-off in the magic circle: getting players to look at each other, not the screen
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
mCube: towards a versatile gesture input device for ubiquitous computing environments
UCS'07 Proceedings of the 4th international conference on Ubiquitous computing systems
Exploring strategies and guidelines for developing full body video game interfaces
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Artificial Life and Robotics
Homogeneous accelerometer-based sensor networks for game interaction
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
An educational tool for creating distributed physical games
Proceedings of the 6th International Conference on Foundations of Digital Games
Full-body motion-based game interaction for older adults
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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We describe preliminary tests that form the first phase of research into issues involved with the design of spatial 3D gestures for video games. Early research on 3D gesture and spatial interaction was largely the domain of Virtual Reality (VR) [1]. More recent work looks at 3D gestures for mobile devices [2] and pervasive computing [3]. We are investigating issues affecting usability and fun [4] in the context of 3D gestures and spatial movement in video games where emotion, immediacy and immersion are more important than breadth of functionality and user task efficiency. These tests use our 3motion™ system, a wireless inertial motion tracking device and gesture SDK. This enables a range of gesture types from tight, precise movements to whole arm gestures, and from direct mapping of movement to recognition of 3D symbolic gestures. Four game scenarios using different spatial gesture characteristics were used to identify gameplay issues that have an impact on the design of 3D interaction.