Multi-modal natural interaction in game design: a comparative analysis of player experience in a large scale role-playing game

被引:4
|
作者
Nogueira, Pedro Alves [1 ,2 ]
Teofilo, Luis Filipe [1 ,2 ]
Silva, Pedro Brandao [1 ,3 ]
机构
[1] Univ Porto, FEUP, Dept Informat Engn, Fac Engn, P-4200465 Oporto, Portugal
[2] Univ Porto, Artificial Intelligence & Comp Sci Lab, LIACC, P-4169007 Oporto, Portugal
[3] INESC Porto, Inst Engn Sistemas & Computadores, P-4200465 Oporto, Portugal
关键词
Multi-modal; Natural interfaces; Videogames; Kinect; Game controller; Pose recognition; MOVEMENT;
D O I
10.1007/s12193-014-0172-1
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Previous work on player experience research has focused on identifying the major factors involving content creation and interaction. This has encouraged a large investment in new types of physical interaction artefacts (e.g. Wiimote (TM), Rock Band (TM), Kinect (TM)). However, these artefacts still require custom interaction schemes to be developed for them, which critically limits the number of commercial videogames and multimedia applications that can benefit from those. Moreover, there is currently no agreement as to which factors better describe the impact that natural and complex multi-modal user interaction schemes have on users' experiences-a gap in part created by the limitations in adapting this type of interaction to existing software. Thus, this paper presents a generic middleware framework for multi-modal natural interfaces which enables game-independent data acquisition that encourages further advancement on this domain. Furthermore, our framework can then redefine the interaction scheme of any software tool by mapping body poses and voice commands to traditional input means (keyboard and mouse). We have focused on digital games, where the use of physical interaction artefacts has become mainstream. The validation methods for this tool consisted of a series of increasing difficulty stress tests, with a total of 25 participants. Also, a pilot study was conducted on a further 16 subjects which demonstrated mainly positive impact of natural interfaces on player's experience. The results supporting this were acquired when subjects played a complex commercial role-playing game whose mechanics were adapted using our framework; statistical tests on the obtained Fun ratings, along with subjective participant opinions indicate that this kind of natural interaction indeed has a significant impact on player's experience and enjoyment. However, different impact patterns emerge from this analysis, which seem to fit with standing theories of player experience and immersion.
引用
收藏
页码:105 / 119
页数:15
相关论文
共 50 条
  • [41] ATAM-RPG: A role-playing game to teach Architecture Trade-off Analysis Method (ATAM)
    Hidalgo Montenegro, Claudia
    Astudillo, Hernan
    Gomez Alvarez, Maria Clara
    2017 XLIII LATIN AMERICAN COMPUTER CONFERENCE (CLEI), 2017,
  • [42] The correlation between positive reviews, playtime, design and game mechanics in souls-like role-playing video games
    Guzsvinecz, Tibor
    MULTIMEDIA TOOLS AND APPLICATIONS, 2023, 82 (03) : 4641 - 4670
  • [43] The correlation between positive reviews, playtime, design and game mechanics in souls-like role-playing video games
    Tibor Guzsvinecz
    Multimedia Tools and Applications, 2023, 82 : 4641 - 4670
  • [44] I love this game: the interplay between experience and background in role-playing simulations: insights from MUN participants in Italy and the Netherlands
    Lorenzo Cicchi
    Enrico Calossi
    Michal Onderco
    Fabrizio Coticchia
    European Political Science, 2021, 20 : 397 - 412
  • [45] EFFECTS IN SELF-PERCEPTION AND RELATIONSHIPS AFTER A BRIEF EXPERIENCE OF ROLE-PLAYING GAME WITH 7TH GRADE STUDENTS
    Sousinha, A.
    Ferreira de Almeida, A.
    EDULEARN19: 11TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2019, : 10307 - 10314
  • [46] I love this game: the interplay between experience and background in role-playing simulations: insights from MUN participants in Italy and the Netherlands
    Cicchi, Lorenzo
    Calossi, Enrico
    Onderco, Michal
    Coticchia, Fabrizio
    EUROPEAN POLITICAL SCIENCE, 2021, 20 (03) : 397 - 412
  • [47] Exploring the Landscape of Role-Playing Game Research Through Bibliometric Analysis From 1986 to 2023 Using Scopus Database
    Nguyen, Long Thanh
    Pham, Hiep-Hung
    May, Amy Yeo Chu
    Chin, Tay Lee
    INTERNATIONAL JOURNAL OF COMPUTER GAMES TECHNOLOGY, 2025, 2025 (01)
  • [48] Experimental analysis of microservices architectures for hosting cloud-based Massive Multiplayer Online Role-Playing Game (MMORPG)
    Schweigert, Marlon H.
    de Oliveira, Diego E. G. C.
    Koslovski, Guilherme P.
    Pillon, Mauricio A.
    Miers, Charles C.
    2023 IEEE INTERNATIONAL CONFERENCE ON CLOUD COMPUTING TECHNOLOGY AND SCIENCE, CLOUDCOM 2023, 2023, : 115 - 122
  • [49] Stakeholder engagement and multi-criteria decision aiding in the electricity transmission grid reinforcement: evidence from a role-playing game
    Spaeth, Leonhard
    Amodeo, Elisa
    Lue, Alessandro
    Muratori, Simona
    Scolobig, Anna
    Patt, Anthony
    JOURNAL OF ENVIRONMENTAL PLANNING AND MANAGEMENT, 2018, 61 (13) : 2378 - 2395
  • [50] Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis
    Peterson, Mark
    RECALL, 2012, 24 : 361 - 380