Full Body Gestures Enhancing a Game Book for Interactive Story Telling

Full Body Gestures Enhancing a Game Book for Interactive Story Telling
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全身手势增强游戏书的互动故事讲述能力

DOI:
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发表时间:
2011
期刊:
International Conference on Interactive Digital Storytelling
影响因子:
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通讯作者:
E. André
E. André
中科院分区:
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文献类型:
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作者:
Felix Kistler;Dominik Sollfrank;Nikolaus Bee;E. André

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游戏书籍可以提供一个写得很好,但非线性的故事,因为读者总是要决定,如何继续阅读一个文本段落。采用这样一本书来研究交互式讲故事场景的交互范例似乎是非常合乎逻辑的。然而,在一个冗长的叙述故事中,要保持玩家的动机并不容易,直到到达下一个干预点。在本文中,我们测试了不同的方法来实现决策过程中,在这样的情况下,使用语音输入和测试它与26名参与者在两个播放器的情况下。这表明,由于省略了屏幕上的提示,应用程序不太容易使用,但引起了相当多的用户交互。我们进一步增加了所谓的快速时间事件(QTE)的额外交互性。在这些事件中,在屏幕上出现相应的提示之后,玩家有有限的时间来执行特定的动作。不同版本的QTE使用微软Kinect的全身跟踪来实现,并在两个玩家的场景中与另外18名参与者进行了测试。我们发现全身手势更容易执行,一般来说,更喜欢用一只手控制光标并用它点击按钮。
Game Books can offer a well-written, but non-linear story, as readers always have to decide, how to continue after reading a text passage. It seems very logical to adopt such a book to investigate interaction paradigms for an interactive storytelling scenario. Nevertheless, it is not easy to keep the player motivated during a long-winded narrated story until the next point of intervention is reached. In this paper we tested different methods of implementing the decision process in such a scenario using speech input and tested it with 26 participants during a two player scenario. This revealed that with an omitted on-screen prompt the application was less easy to use, but caused considerably more user interaction. We further added additional interactivity with so-called Quick Time Events (QTEs). In these events, the player has a limited amount of time to perform a specific action after a corresponding prompt appeares on screen. Different versions of QTEs were implemented using Full Body Tracking with Microsoft Kinect, and were tested with another 18 participants during a two player scenario. We found that Full Body Gestures were easier to perform and, in general, preferred to controlling a cursor with one hand and hitting buttons with it.