Title
Vibraudio Pose: An Investigation Of Non-Visual Feedback Roles For Body Controlled Video Games
Keywords
3D spatial interaction; Audio feedback; Games; User evaluation; Vibration feedback
Abstract
Current video games operate on the assumption of the player continuously facing the screen, which limits the possibilities in fullbody gaming. Using commodity game controllers to capture fullbody poses, we investigate player performance and experience in 3D video games using positive and negative reinforcement along audio, vibration and visual channels. To explore this, we conducted a study regarding non-visual feedback's effect on participating player's experience and performance. The results indicate that players sometimes performed faster with a visual guide, but preferred visual and non-visual feedback almost equally. Between non-visual feedback types, they performed fastest and preferred audio in a positive role and vibration in a negative role. Additionally, participants preferred vibration to audio as a feedback mechanism. © 2010 ACM.
Publication Date
9-9-2010
Publication Title
Proceedings - Sandbox 2010: 5th ACM SIGGRAPH Symposium on Video Games
Number of Pages
79-84
Document Type
Article; Proceedings Paper
Personal Identifier
scopus
DOI Link
https://doi.org/10.1145/1836135.1836147
Copyright Status
Unknown
Socpus ID
77956293995 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/77956293995
STARS Citation
Charbonneau, Emiko; Hughes, Charles E.; and LaViola, Joseph J., "Vibraudio Pose: An Investigation Of Non-Visual Feedback Roles For Body Controlled Video Games" (2010). Scopus Export 2010-2014. 1022.
https://stars.library.ucf.edu/scopus2010/1022