TY - GEN
T1 - I'm in the game
T2 - 5th International Conference on Tangible Embedded and Embodied Interaction, TEI'11
AU - Mazalek, Ali
AU - Chandrasekharan, Sanjay
AU - Nitsche, Michael
AU - Welsh, Tim
AU - Clifton, Paul
AU - Quitmeyer, Andrew
AU - Peer, Firaz
AU - Kirschner, Friedrich
AU - Athreya, Dilip
N1 - Copyright:
Copyright 2011 Elsevier B.V., All rights reserved.
PY - 2011
Y1 - 2011
N2 - We have developed an embodied puppet interface that translates a player's body movements to a virtual character, thus enabling the player to have a fine grained and personalized control of the avatar. To test the efficacy and short-term effects of this control interface, we developed a two-part experiment, where the performance of users controlling an avatar using the puppet interface was compared with users controlling the avatar using two other interfaces (Xbox controller, keyboard). Part 1 examined aiming movement accuracy in a virtual contact game. Part 2 examined changes of mental rotation abilities in users after playing the virtual contact game. Results from Part 1 revealed that the puppet interface group performed significantly better in aiming accuracy and response time, compared to the Xbox and keyboard groups. Data from Part 2 revealed that the puppet group tended to have greater improvement in mental rotation accuracy as well. Overall, these results suggest that the embodied mapping between a player and avatar, provided by the puppet interface, leads to important performance advantages.
AB - We have developed an embodied puppet interface that translates a player's body movements to a virtual character, thus enabling the player to have a fine grained and personalized control of the avatar. To test the efficacy and short-term effects of this control interface, we developed a two-part experiment, where the performance of users controlling an avatar using the puppet interface was compared with users controlling the avatar using two other interfaces (Xbox controller, keyboard). Part 1 examined aiming movement accuracy in a virtual contact game. Part 2 examined changes of mental rotation abilities in users after playing the virtual contact game. Results from Part 1 revealed that the puppet interface group performed significantly better in aiming accuracy and response time, compared to the Xbox and keyboard groups. Data from Part 2 revealed that the puppet group tended to have greater improvement in mental rotation accuracy as well. Overall, these results suggest that the embodied mapping between a player and avatar, provided by the puppet interface, leads to important performance advantages.
KW - Body memory
KW - Common coding
KW - Creativity
KW - Embodied interface
KW - Puppet
KW - Tangible user interface
KW - Video game
KW - Virtual character
UR - http://www.scopus.com/inward/record.url?scp=79952341301&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=79952341301&partnerID=8YFLogxK
U2 - 10.1145/1935701.1935727
DO - 10.1145/1935701.1935727
M3 - Conference contribution
AN - SCOPUS:79952341301
SN - 9781450306287
T3 - Proceedings of the 5th International Conference on Tangible Embedded and Embodied Interaction, TEI'11
SP - 129
EP - 136
BT - Proceedings of the 5th International Conference on Tangible Embedded and Embodied Interaction, TEI'11
Y2 - 23 January 2011 through 26 January 2011
ER -