Exercise-based interaction techniques for a virtual reality car racing game

Rongkai Guo, J. Quarles
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引用次数: 5

Abstract

Using Microsoft Kinect as a whole body motion tracking system and 3D user interface, we developed two exercise-based 3D interaction techniques for a car racing game - a genre of game traditionally unrelated to physical exercise. Interaction (i.e., control of car acceleration) is enabled through the use of two real exercises 1) a half crouching exercise, and 2) a crouching and rising exercise. In two within subjects user studies, with 27 participants in half crouching and another 30 participants in crouching and rising respectively, we compared exercises in-game to the same exercises without the game, focusing on the physiological and motivational impact of mapping exercises as interfaces to games.
基于练习的虚拟现实赛车游戏交互技术
使用微软Kinect作为全身运动跟踪系统和3D用户界面,我们为赛车游戏开发了两种基于运动的3D交互技术——赛车游戏是一种传统上与体育锻炼无关的游戏类型。交互(即控制汽车加速)是通过使用两个真实的练习来实现的:1)半蹲练习,2)蹲起练习。在两项内部受试者用户研究中,我们分别让27名参与者半蹲着,另外30名参与者蹲着和站着,我们将游戏中的练习与没有游戏的相同练习进行了比较,重点关注映射练习作为游戏界面的生理和动机影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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