Jump and shoot!: prioritizing primary and alternative body gestures for intense gameplay

Chaklam Silpasuwanchai, Xiangshi Ren
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引用次数: 14

Abstract

Motion gestures enable natural and intuitive input in video games. However, game gestures designed by developers may not always be the optimal gestures for players. A key challenge in designing appropriate game gestures lies in the interaction-intensive nature of video games, i.e., several actions/commands may need to be executed concurrently using different body parts. This study analyzes user preferences in game gestures, with the aim of accommodating high interactivity during gameplay. Two user-elicitation studies were conducted: first, to determine user preferences, participants were asked to define gestures for common game actions/commands; second, to develop effective combined-gestures, participants were asked to define possible game gestures using each body part (one and two hands, one and two legs, head, eyes, and torso). Our study presents a set of suitable and alternative body parts for common game actions/commands. We also present some simultaneously applied game gestures that assist interaction in highly interactive game situations (e.g., selecting a weapon with the feet while shooting with the hand). Interesting design implications are further discussed, e.g., transferability between hand and leg gestures.
跳起来投篮!:为激烈的游戏玩法优先考虑主要和可选择的身体手势
动作手势使电子游戏的输入更加自然和直观。然而,开发者设计的游戏手势并不总是玩家的最佳手势。设计合适的游戏手势的一个关键挑战在于电子游戏的交互性,例如,几个动作/命令可能需要使用不同的身体部位同时执行。本研究分析了用户对游戏手势的偏好,目的是在游戏过程中适应高交互性。进行了两项用户启发研究:首先,为了确定用户偏好,参与者被要求定义常见游戏动作/命令的手势;其次,为了开发有效的组合手势,参与者被要求使用每个身体部位(一只手和两只手,一条腿和两条腿,头,眼睛和躯干)来定义可能的游戏手势。我们的研究为常见的游戏动作/命令提供了一套合适的和可选择的身体部位。我们还展示了一些同时应用的游戏手势,这些手势有助于在高度互动的游戏情境中进行互动(例如,在用手射击的同时用脚选择武器)。有趣的设计含义进一步讨论,例如,手和腿手势之间的可转移性。
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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