以《MasterMind Chess》为例:比较鼠标/键盘交互与基于kinect的手势界面

Gabriel Alves Vasiljevic Mendes, Leonardo Cunha de Miranda, Erica Miranda
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引用次数: 14

摘要

随着手势界面作为一种新型用户界面的出现,娱乐业对其使用进行了大量探索,以更好地让玩家沉浸在游戏中。尽管手势交互主要用于舞蹈和体育游戏中,但在桌面游戏等节奏较慢的游戏类型中很少使用手势交互。在这项工作中,我们为在线和多人国际象棋游戏提供了一个基于kinect的手势界面,并描述了一个具有不同游戏技能水平的用户的案例研究。将鼠标/键盘交互与基于手势的交互进行比较,将活动的结果综合成关于游戏控制机制的一般可用性和设计的经验教训。这些结果可以应用于国际象棋等慢节奏棋盘游戏。我们的研究结果表明,手势界面可能不适合竞争性的国际象棋比赛,但在休闲比赛中使用它们可能会很有趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface
As gestural interfaces emerged as a new type of user interface, their use has been vastly explored by the entertainment industry to better immerse the player in games. Despite being mainly used in dance and sports games, little use was made of gestural interaction in more slow-paced genres, such as board games. In this work, we present a Kinect-based gestural interface for an online and multiplayer chess game and describe a case study with users with different playing skill levels. Comparing the mouse/keyboard interaction with the gesture-based interaction, the results of the activity were synthesized into lessons learned regarding general usability and design of game control mechanisms. These results could be applied to slow-paced board games like chess. Our findings indicate that gestural interfaces may not be suitable for competitive chess matches, yet it can be fun to play while using them in casual matches.
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