Evaluating gesture-based games with older adults on a large screen display

M. Rice, M. Wan, Min-Hui Foo, Jamie Ng, Zynie Wai, Janell Kwok, Samuel Lee, L. Teo
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引用次数: 13

Abstract

Gesture-based games offer lucrative opportunities to engage users across all segments of the population. However, this requires that associated features go beyond mere expectations to meet the needs and requirements of diverse audience groups. Focusing on designing games for healthy older adults, we present a study exploring the usability and acceptability of a set of three gesture-based games. Designed for a large projection screen display, these games employ vision-based techniques that center on physical embodied interaction using a graphical silhouette. Infrared detection, accompanied by back-projection is used to reduce the effects of occluded body movements. User evaluations with 36 older adults were analyzed using a combination of pre- and postgame questionnaires, direct observations and semi-structured group interviews. The results demonstrate that while all the games were usable, they varied in their physical and social engagement, perceived ease of use and perceived usefulness. In particular, items associated with physical wellbeing were rated highly. During the discussion, we highlight strengths and weaknesses of our findings, including related interaction and application features.
在大屏幕上评估老年人的手势游戏
基于手势的游戏为所有用户群体提供了有利可图的机会。然而,这需要相关的功能超越单纯的期望,以满足不同受众群体的需要和要求。专注于为健康的老年人设计游戏,我们提出了一项研究,探索一套三种基于手势的游戏的可用性和可接受性。这些游戏专为大型投影屏幕而设计,采用基于视觉的技术,以图形轮廓为中心进行物理互动。采用红外检测,并辅以反向投影,以减少遮挡身体运动的影响。对36名老年人的用户评价进行了分析,采用了游戏前和游戏后问卷调查、直接观察和半结构化小组访谈相结合的方法。结果表明,虽然所有游戏都是可用的,但它们在身体和社交参与度、易用性和实用性方面存在差异。特别是,与身体健康相关的项目得分很高。在讨论中,我们强调了我们的发现的优点和缺点,包括相关的交互和应用程序特性。
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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