Abstract
This paper is an evaluation of full body interactive games using Kroflič’s and Laban’s framework of Body, Space, Time and Relationship. An experiment with 8 participants playing 10 games for 20 minutes was conducted and recorded to digital video. Body, Space and Time elements have been measured using observation, motion tracking and Quantity of Motion (QoM). The results from the experiment informed the designer about the participants’ physical experience through the analysis of postures used in each game, the quality of the movement, the body parts used in the interaction, the playing area, the direction of movement, direction of gaze, tempo, dynamics and QoM. The experiment informed the designer about important issues of the user’s physical experience and proved that the method can provide useful information in the development and evaluation of full body interactive games. The theoretical work of Laban and Kroflič also proved useful for interaction and games design in the transition from desktop to full body interactive games.
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Active Ingredient: Ere Be Dragons (2007), http://www.i-am-ai.net/erebedragons/ (retrieved November 26, 2008)
Böhm, H., Hartmann, M., Böhm, B.: Predictors of metabolic energy expenditure from body acceleration and mechanical energies in new generation active computer games. In: Dagstuhl Seminar Proceedings, Munich, Germany (2008)
Camurri, A., Lagerlof, I., Volpe, G.: Emotions and cue extraction from dance movements. Intl. Journal of Human Computer Studies 59(1-2), 213–225 (2003)
Castellano, G., Bresin, R., Camurri, A., Volpe, G.: Expressive Control of Music and Visual Media by Full-Body Movement. In: Proc. of the 2007 Conference on New Interfaces for Musical Expression (NIME 2007), New York, pp. 390–391 (2007)
D’Hooge, H., Goldsmith, M.: Game Design Principles for the Intel® PlayTM Me2Cam* Virtual Game System. Intel Technology Journal 4, 1–9 (2001)
Höysniemi, J., Hämäläinen, P.: Children’s and parents’ perception of full-body interaction and violence in a martial arts game. In: Proceedings of the 2005 conference on Designing for User eXperience, pp. 2–16. AIGA, San Francisco (2005)
InfoMus Lab. EyesWeb, Genova, Italy (2008)
Koštomaj, M., Boh, B.: Ambient Interactive Storybook, Unpublished report: University of Ljubljana (2009a), http://www.kostomaj.net/articles/KostomajBohAIS09.pdf (retrieved June 20, 2009)
Koštomaj, M., Boh, B.: Measuring impact on learning and motor skills in full body interactive games. Unpublished study. University of Ljubljana (2009b), http://www.kostomaj.net/articles/KostomajBohMotor09.pdf (retrieved June 19, 2009)
Kroflič, B.: Ustvarjanje skozi gib. Znanstveno in publicistično središče, Ljubljana (1992)
Krueger, M.W.: Responsive Environments - 1977. In: Paker, R., Jordan, K. (eds.) Multimedia: from Wagner to Virtual Reality. Norton, New York (2001)
Loke, L., Larssen, A.T., Robertson, T., Edwards, J.: Understanding movement for interaction design: frameworks and approaches. Pers. Ubiquit. Comput., 691–701 (2007)
Pingali, G., Opalach, A., Jean, Y., Carlbom, I.: Visualization of Sports using Motion Trajectories: Providing Insights into Performance, Style, and Strategy. In: 12th IEEE Visualization Conference (Vis 2001), pp. 75–82. IEEE, San Diego (2001)
SIMI Reality Motion Systems GmbH. Simi Motion, Unterschleissheim, Germany (2004)
SIMI Reality Motion Systems GmbH. Simi Scout, Unterschleissheim, Germany (2008)
Sony Corporation. Eyetoy.com (Sony), Sony PlayStation Eyetoy (2005), http://www.eyetoy.com (retrieved September 20, 2008)
Warren, J.: Unencumbered Full Body Interaction in Video Games (April 2003), http://a.parsons.edu/~jonah/jonah_thesis.pdf (retrieved October 1, 2008)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2009 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Koštomaj, M., Boh, B. (2009). Evaluation of User’s Physical Experience in Full Body Interactive Games. In: Altinsoy, M.E., Jekosch, U., Brewster, S. (eds) Haptic and Audio Interaction Design. HAID 2009. Lecture Notes in Computer Science, vol 5763. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-04076-4_16
Download citation
DOI: https://doi.org/10.1007/978-3-642-04076-4_16
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-04075-7
Online ISBN: 978-3-642-04076-4
eBook Packages: Computer ScienceComputer Science (R0)