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

Chaklam Silpasuwanchai, Xiangshi Ren
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引用次数: 14

摘要

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