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On the design and player satisfaction evaluation of an immersive gestural game: the case of tortellino x-perience at the Shanghai world expo

Published: 03 October 2011 Publication History

Abstract

The role of human-computer interaction technologies has become a prominent factor that most can determine the successful introduction of new computer games. Players, in fact, wish to experience playful exchanges with the objects and characters that compose games. To reach this aim, new technologies have come into the play that comprise the use of video cameras and gesture recognition software. The great news is that such types of technologies could be exploited not only while playing at home on a console, but also in public spaces, thus broadening the use of games to new segments of customers. Nonetheless, to the best of our knowledge, neither relevant exemplars of such specific type of games (that can be played in public spaces) have yet emerged, nor extensive measurement studies exist regarding how players enjoy games in public immersive environments (e.g., fairs, museums and exhibits), the motivation being that those technologies that support completely hands-free gaming have been commercialized only very recently. Hence, our contribution with this article is twofold: on one side we want to illustrate the main design principles we have devised to design a gestural game to be played in a public space, based on novel hand following and gesture recognition techniques. On the other side we wish to report on real measurements we took when over one hundred players enjoyed our gestural game at the Shanghai 2010 World Expo.

References

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S. Mitra, T. Acharaya, "Gesture Recognition: A Survey." IEEE Trans. On Sys., Man and Cyb., 37(3): 311--324, May 2007.
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J. Giles, "One per Cent: Video Games Teaches You To Make the Perfect Tortellini, New Scientist, Jan. 2011. accessed online January 26th, 2011. http://www.newscientist.com/blogs/onepercent/2011/01/computer-game-that-teaches-you.htm.
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      cover image ACM Conferences
      SIGDOC '11: Proceedings of the 29th ACM international conference on Design of communication
      October 2011
      308 pages
      ISBN:9781450309363
      DOI:10.1145/2038476
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 03 October 2011

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      Author Tags

      1. gestural gaming
      2. hands free gaming
      3. immersive environments
      4. player experience
      5. shanghai world expo

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      Overall Acceptance Rate 355 of 582 submissions, 61%

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