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Using Gyroscope Technology to implement a Leaning Technique for Game InteractionSwing, Oskar January 2017 (has links)
Context. Smartphones contain advanced sensors called microelectromechanical systems(MEMS). By connecting a smartphone to a computer these sensors can be used to test new interaction techniques for games. Objective. This study aims to investigate an interaction technique implemented with a gyroscope that utilises the leaning of a user’s torso and compare it in terms of precision and enjoyment to using a joystick. Method. The custom interaction technique was implemented by using the gyroscope of a Samsung Galaxy s6 Edge and attaching it to to the torso of the user. The joystick technique was implementation by using the left joystick of an Xbox One controller. A user study was conducted and 19 people participated by playing a custom-made obstacle course game that tested the precision of the interaction techniques. After testing each technique participants took part in a survey consisting of questions regarding their enjoyment using the technique. Result. The results showed that the leaning technique was not as precise as the joystick implementation. The participants found the learning technique to be more fun to use and also more immersive compared to the joystick implementation. The leaning technique was however also more uncomfortable and difficult to use, and players felt less competent in their ability to control the player character with it. Conclusion. The performance difference might have been due to the lack of familiarity with the leaning technique compared to the joystick implementation. The leaning technique was more difficult to use and more uncomfortable than the joystick method. However, the leaning technique was also more fun to use and more immersive. This offers up the opportunity to keep exploring possibilities with this technique.
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Eye-gaze interaction techniques for use in online games and environments for users with severe physical disabilitiesVickers, Stephen January 2011 (has links)
Multi-User Virtual Environments (MUVEs) and Massively Multi-player On- line Games (MMOGs) are a popular, immersive genre of computer game. For some disabled users, eye-gaze offers the only input modality with the potential for sufficiently high bandwidth to support the range of time-critical interaction tasks required to play. Although, there has been much research into gaze interaction techniques for computer interaction over the past twenty years, much of this has focused on 2D desktop application control. There has been some work that investigates the use of gaze interaction as an additional input device for gaming but very little on using gaze on its own. Further, configuration of these techniques usually requires expert knowledge often beyond the capabilities of a parent, carer or support worker. The work presented in this thesis addresses these issues by the investigation of novel gaze-only interaction techniques. These are to enable at least a beginner level of game play to take place together with a means of adapting the techniques to suit an individual. To achieve this, a collection of novel gaze based interaction techniques have been evaluated through empirical studies. These have been encompassed within an extensible software architecture that has been made available for free download. Further, a metric of reliability is developed that when used as a measure within a specially designed diagnostic test, allows the interaction technique to be adapted to suit an individual. Methods of selecting interaction techniques based upon game task are also explored and a novel methodology based on expert task analysis is developed to aid selection.
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Workshopband der Mensch & Computer 2011Eibl, Maximilian, Ritter, Marc 09 September 2011 (has links)
Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus.
Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Computer.
Begreifbare Interaktion in gemischten Wirklichkeiten
Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis
Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011)
Mousetracking – Analyse und Interpretation von Interaktionsdaten
Menschen, Medien, Auto-Mobilität
mi.begreifbar – Medieninformatik begreifbar machen
Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen
Innovative Computerbasierte Musikinterfaces (ICMI)
Senioren. Medien. Übermorgen.
Designdenken in Deutschland
Game Development in der Hochschulinformatik / First initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow.
From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track.
Begreifbare Interaktion in gemischten Wirklichkeiten
Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis
Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011)
Mousetracking – Analyse und Interpretation von Interaktionsdaten
Menschen, Medien, Auto-Mobilität
mi.begreifbar – Medieninformatik begreifbar machen
Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen
Innovative Computerbasierte Musikinterfaces (ICMI)
Senioren. Medien. Übermorgen.
Designdenken in Deutschland
Game Development in der Hochschulinformatik
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