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Full Body Gestures enhancing a Game Book for Interactive Story Telling

Felix Kistler, Dominik Sollfrank, Nikolaus Bee, and Elisabeth André

Full Body Gestures enhancing a Game Book for Interactive Story Telling

erschienen 29.11.2011 in: Vancouver, Canada Proceedings of the Fourth International Conference on Interactive Digital Storytelling

Verlag: Springer, Heidelberg


ISBN: 978-3-642-25288-4 DOI: 10.1007/978-3-642-25289-1_23


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 those events, the player has a limited amount of time to perform a specific action after a corresponding prompt appeared on screen. Different versions of QTEs were implemented using full body tracking with Microsoft Kinect and tested with another 18 participants during a two player scenario.

We found out, that Full Body Gestures were easier to perform and in general preferred over controlling a cursor with one hand and hitting buttons with it.

 

Keywords: Interactive Storytelling, Full Body Tracking, Quick Time Event, User Experience, Game Book, Kinect, Gesture Recognition


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