the inhabitants of a village) or to provide challenges to players (e.g. Social agents have been used in games often, for example, to create a social dimension (e.g. In a second study with 10 participants, we successfully validated the feasibility of GV with a target user group of people with disabilities. More importantly, they found GV more engaging, fun, and enjoyable. The participants could effectively control the game environment with GV (expectedly a bit slower than MK). In the experiment, we first compared the gameplay experience of gaze and NVVI (GV) with the conventional mouse and keyboard (MK) in a study with 15 non-disabled participants. We propose gaze and NVVI (e.g., humming) for a spatio-temporal interaction applicable to several modern gaming apps, and developed ‘All Birds Must Fly’ as a representative app. In this work, we introduce nonverbal voice interaction (NVVI) to synchronize with gaze for an intuitive hands-free gaming experience. Furthermore, several people with physical disabilities also suffer from speech impairments to utter precise verbal voice commands. However, speech recognition latency and accuracy is a major bottleneck, and the use of dictated verbal commands can disrupt the flow in gaming environment. Previous studies have suggested combining eye gaze with other modalities like voice input for improved interaction experience. However, its adoption as a control mechanism in the gaming environment is constrained due to erroneous recognition of user intention and commands. We discuss the implications for avatar customization more generally across digital applications.Įye tracking has evolved as a promising hands-free interaction mechanism to support people with disabilities. However, audial customization appears to have a weaker effect compared to visual customization. Our results suggest that audial customization plays an important enhancing role vis-\`a-vis visual customization. Audial choice moderated the majority of these effects. Visual choice led to an increase in time spent, and indirectly led to increases in intrinsic motivation, immersion, time spent, future play motivation, and likelihood of game recommendation. Participants with audial choice experienced higher avatar identification and autonomy, but only within the group of participants who had visual choice available. Participants with visual choice experienced higher avatar identification and autonomy. audial assignment) study in a Java programming game. We conducted a preregistered 2 x 2 (visual choice vs. However, it is unknown whether audial customization can confer the same benefits as visual customization. We discuss the implications for avatar customization more generally across digital applications.Īvatar customization is known to positively affect crucial outcomes in numerous domains. Our results suggest that audial customization plays an important enhancing role vis-à-vis visual customization. Avatar customization is known to positively affect crucial outcomes in numerous domains.
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