Session:「Novel Game Interfaces」

Bendtroller:: An Exploration of In-Game Action Mappings with a Deformable Game Controller

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025463

論文アブストラクト: We explore controller input mappings for games using a deformable prototype that combines deformation gestures with standard button input. In study one, we tested discrete gestures using three simple games. We categorized the control schemes as binary (button only), action, and navigation, the latter two named based on the game mechanics mapped to the gestures. We found that the binary scheme performed the best, but gesture-based control schemes are stimulating and appealing. Results also suggest that the deformation gestures are best mapped to simple and natural tasks. In study two, we tested continuous gestures in a 3D racing game using the same control scheme categorization. Results were mostly consistent with study one but showed an improvement in performance and preference for the action control scheme.

日本語のまとめ:

変形による入力が可能なゲームコントローラを開発.コントローラを曲げることで4つのジェスチャを入力可能.操作性としては従来手法であるボタン式の方が評価が高かったが,ユーザ満足どでは提案手法の方が高評価.

Inner Garden: Connecting Inner States to a Mixed Reality Sandbox for Mindfulness

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025743

論文アブストラクト: Digital technology has been completely integrated into our daily lives, yet the potential of technology to improve its users' life satisfaction is still largely untapped. Mindfulness, the act of paying a deliberate and non-judgmental attention to the present moment, has been shown to have a positive impact on a person's health and subjective well-being--commonly called "happiness". Based on an iterative process with meditation teachers and practitioners, we designed a new tool to support mindfulness practices. This tool takes the shape of an augmented sandbox, designed to inspire the user's self-motivation and curiosity. By shaping the sand, the user creates a living miniature world that is projected back onto the sand. The natural elements of the garden are connected to real-time physiological measurements, such as breathing, helping the user to stay focused on the body. Moreover, using a Virtual Reality headset, they can travel inside their garden for a dedicated meditation session. Preliminary results seem to indicate that the system is well suited for mindfulness and induces a calm and mindful state on the user. The meditation teachers envisioned the use of Inner Garden in their practice.

日本語のまとめ:

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Providing Haptics to Walls & Heavy Objects in Virtual Reality by Means of Electrical Muscle Stimulation

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025600

論文アブストラクト: We explore how to add haptics to walls and other heavy objects in virtual reality. When a user tries to push such an object, our system actuates the user's shoulder, arm, and wrist muscles by means of electrical muscle stimulation, creating a counter force that pulls the user's arm backwards. Our device accomplishes this in a wearable form factor.In our first user study, participants wearing a head-mounted display interacted with objects provided with different types of EMS effects. The repulsion design (visualized as an electrical field) and the soft design (visualized as a magnetic field) received high scores on "prevented me from passing through" as well as "realistic".In a second study, we demonstrate the effectiveness of our approach by letting participants explore a virtual world in which all objects provide haptic EMS effects, including walls, gates, sliders, boxes, and projectiles.

日本語のまとめ:

VRでEMSを用いて抵抗を表現する新しい手法を提案.EMSとは電流を直接神経に流すことで筋肉を動かす効果.従来の振動を用いた手法では軽い物体しか表現できなかったが,実験にてEMSは重い物体の表現が可能であることを確認.

It wasn't really about the Pokémon: Parents' Perspectives on a Location-Based Mobile Game

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025761

論文アブストラクト: Though prior work shows parents worry about screen media experiences displacing physical activity and time outdoors, this research does not account for location-based mobile games like Pokémon GO, which specifically facilitate outdoor activity. To fill this gap in the research, we surveyed and interviewed parents to understand (1) their values and perceptions of this type of gameplay and (2) how they co-play Pokémon GO with their children. Our findings provide empirical evidence that, in addition to appreciating the increased exercise and time outdoors, parents valued how play led to family bonding experiences. Furthermore, some traditional concerns about screen time persisted in this context, and new concerns about safety in real-world environments emerged. Parents mitigated these concerns with rules and gameplay choices, such as maintaining control of the mobile device, to ensure children were safe. This work contributes an empirical understanding of families as co-users of technology and offers a generative lens to study and design for joint media engagement among family members where gameplay differs from normative notions of screen time.

日本語のまとめ:

位置情報ベースのゲームが家族間のコミュニケーションに与える影響を調査.ポケモンGOを利用する子供を持つ親にアンケートを実施.家族のコミュニケーションに与える影響を調査した結果,外出する機会と時間が増加する傾向を確認.