TY - GEN
T1 - Design of Experience and Flow in Movement-based Interaction
AU - Nijholt, Antinus
AU - van Dijk, Elisabeth M.A.G.
AU - Reidsma, Dennis
N1 - 10.1007/978-3-540-89220-5_17
PY - 2008/9/15
Y1 - 2008/9/15
N2 - Movement-based and exertion interfaces assume that their users move. Users have to perform exercises, they have to dance, they have to golf or football, or they want to train particular bodily skills. Many examples of those interfaces exist, sometimes asking for subtle interaction between user and interface and sometimes asking for ‘brute force’ exertion interaction between user and interface. In these interfaces it is often the case that the interface mediates between players of a game. Obviously, one of the players may be a virtual human. We provide a ‘state of the art survey’ of such interfaces and in particular look at intelligent exertion interfaces, interfaces that know about their users and even try to anticipate what their users prepare to do. That is, we embed this interface research in ambient intelligence and entertainment computing research, and the interfaces we consider are not only mediating, but they also ‘add’ intelligence to the game. Other issues that will be discussed are ‘flow’ and ‘engagement’ for exertion interfaces. Intelligent exertion interfaces, being able to know and learn about their users, should also be able to provide means to keep their users engaged and in the flow of the game and entertainment experience. Unlike the situation with traditional desktop game research where we can observe lots of research activity trying to define, interpret and evaluate issues such as ‘flow’ and ‘immersion’, in movement-based interfaces these concepts need to be reconsidered and new ways of evaluation have to be defined.
AB - Movement-based and exertion interfaces assume that their users move. Users have to perform exercises, they have to dance, they have to golf or football, or they want to train particular bodily skills. Many examples of those interfaces exist, sometimes asking for subtle interaction between user and interface and sometimes asking for ‘brute force’ exertion interaction between user and interface. In these interfaces it is often the case that the interface mediates between players of a game. Obviously, one of the players may be a virtual human. We provide a ‘state of the art survey’ of such interfaces and in particular look at intelligent exertion interfaces, interfaces that know about their users and even try to anticipate what their users prepare to do. That is, we embed this interface research in ambient intelligence and entertainment computing research, and the interfaces we consider are not only mediating, but they also ‘add’ intelligence to the game. Other issues that will be discussed are ‘flow’ and ‘engagement’ for exertion interfaces. Intelligent exertion interfaces, being able to know and learn about their users, should also be able to provide means to keep their users engaged and in the flow of the game and entertainment experience. Unlike the situation with traditional desktop game research where we can observe lots of research activity trying to define, interpret and evaluate issues such as ‘flow’ and ‘immersion’, in movement-based interfaces these concepts need to be reconsidered and new ways of evaluation have to be defined.
KW - EWI-13265
KW - IR-62429
KW - METIS-252041
KW - HMI-MI: MULTIMODAL INTERACTIONS
U2 - 10.1007/978-3-540-89220-5_17
DO - 10.1007/978-3-540-89220-5_17
M3 - Conference contribution
SN - 978-3-540-89219-9
T3 - Lecture Notes in Computer Science
SP - 166
EP - 175
BT - Proceedings of the 1st Motion in Games Workshop
A2 - Egges, A.
A2 - Kamphuis, A.
A2 - Overmars, M.
PB - Springer
CY - Berlin
T2 - 1st Motion in Games Workshop
Y2 - 14 June 2008 through 17 June 2008
ER -