Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Integration of motion control techniques for virtual human and avatar real-time animation
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
The control of avatar motion using hand gesture
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Continuous control of avatar gesture
MULTIMEDIA '00 Proceedings of the 2000 ACM workshops on Multimedia
The Art of Computer Game Design
The Art of Computer Game Design
Avatar motion control by user body postures
MULTIMEDIA '03 Proceedings of the eleventh ACM international conference on Multimedia
Children's intuitive gestures in vision-based action games
Communications of the ACM - Interaction design and children
Martial arts in artificial reality
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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This paper investigates two methods of improving the user experience of camera-based interaction. First, problems that arise when avatars are designed to mimic a user's physical actions are presented. Second, a solution is proposed: adding a layer of separation between user and avatar while retaining intuitive user control. Two methods are proposed for this separation: spatially and temporally. Implementations of these methods are then presented in the context of a simple game and evaluate their effect on performance and satisfaction. Results of a human subject experiment are presented, showing that reducing the amount of user control can maintain, and even improve, user satisfaction if the design of such a reduction is appropriate. This is followed by a discussion of how the findings inform camera-based game design.