User Studies
User Study #1:
Hand Gesture Analog to Standard Tools Used in First-Person Shooter Games
Goal(s):
- define list of in-game tools
- determine hand gestures for operating in-game tools
- determine hand gestures for swapping between different in-game tools
- compare grasp-based gestures vs. pose-based gestures
First-person shooter (FPS) games generally employ a set of in-game tools that is standard throughout the genre. Currently, the dominant input devices consist of either the traditional gamepad, the keyboard/mouse setup, or, more recently, wand-based motion devices. For this study, we wish to investigate the glove-based motion devices as a viable input for interacting in FPS games, such that the interaction is intuitive, immersive, and also entertaining. The focus of this study is three-fold: 1) to define a comprehensive, yet representative, set of in-game tools common in FPS games, 2) to determine common hand gestures that people would execute to emulate operation of those in-game tools, and 3) to determine hand gestures that people would execute to swap between those different tools.
User Study #2:
Walking Analog to Space-Restrictive Controller-Free Movement in First-Person Interactive Media
Goal(s):
- determine walking analog to traditional input devices for space-restrictive environments
Interactive entertainment that employ a first-person perspective traditionally use directional pads, keys, or joysticks for movement. By shifting solely to motion controllers, games become more immersive for upper body limb control, but it comes at the sacrifice of intuitive in-game walking mobility controls. This problem is intensified for games that rely on traditional electronic visual display devices and a restrictive surrounding space to move about. The focus of this study is to investigate intuitive motions in order to provide an analog to walking mobility for first-person perspective interactive entertainment.
User Study #3:
Free-form Grasp and Hand Motion for Hand and Hand-held Tools Interaction in Interactive Media
Goal(s):
- devise interesting and imaginative forms of interaction utilizing solely grasp and motion
Current input devices for interactive media typically map actions to buttons and analog sticks. Absent of motion-based controllers, this is a practical solution to the limited range of controllers. Even with the growing popularity of motion-based controllers for enhancing immersion by adding an extra layer of interactivity due to employing explicit motion as an interactive media mechanic, there is still much room for improvement in terms of interactivity. If one were given freedom to use hands for interactive media control, what interesting forms of interaction can be devised to improve immersion and advance imaginative control aspects in interactive media?
User Study #4:
Novel Interaction Methods for Large Touch Screen Devices
Goal(s):
- ???
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