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11 immersion (in playing Guitar Hero using the Guitar Hero guitar). The authors conclude not only that movement increased immersion but that the more movement, the more immersion – perhaps because the form of movement fostered fantasy that might have enhanced immersion.15 A second study investigating whether body movement (playing via Donkey Konga Bongos) increased immersion and/or social interaction determined that body movement increased both, compared to play using a standard controller.16 The most forensic or analytical treatments that game magazines have given to the processes and problems associated with Kinect design and development have focused almost exclusively on designing and developing successful user interfaces, not on methods for designing emotionally rich gestural vocabularies or on compelling gesturally-controlled game-play.17 15 N Bianchi-Berthouze, WW Kim, and D Patel, ‘Does Body Movement Engage You More in Digital Game Play? And Why?’ in Proceeds ACII 2007 (Springer, 2007) pp. 102- 113. Indeed, that narrative fantasy has physiological outcomes is suggested by the Gray study cited above, where both players who behave heroically and those who behaved poorly were capable of holding a weight for a longer period than test subjects who had not been primed. 16 SLindley, J LeCouteur, N Bianchi-Berthouze, ‘Stirring Up Experience through Movement in Game Play: Effects on Engagement and Social Behaviour’ CHI 2008 Proceedings pp. 511-514. 17 J Nash, ‘The Player Becomes The Producer: Natural User Interface Design Impact’ in Gamasutra 24 February 2011, viewed on 21 March 2011, http://www.gamasutra.com/view/feature/6296/the_player_becomes_the_producer_.php; C Nutt, ‘MIGS 2010: Harmonix’s Solution for Kinect UI Design’ in Gamasutra 8 November 2010, viewed on 21 March 2011, http://www.gamasutra.com/view/news/31414/MIGS_2010_Harmonixs_Solution_For_Ki nect_UI_Design_.php; J Nielsen, ‘Kinect Gestural UI: First Impressions’ Gamasutra 11 January 2011, viewed on 20 March 2011, http://www.gamasutra.com/view/feature/6253/kinect_gestural_ui_first_.php
Object Description
Title | Toward a theory of gesture design |
Author | Tucker, Diane |
Author email | diane.tucker@gmail.com; dmtucker@usc.edu |
Degree | Master of Fine Arts |
Document type | Thesis |
Degree program | Interactive Media |
School | School of Cinematic Arts |
Date defended/completed | 2011-05-02 |
Date submitted | 2011 |
Restricted until | Unrestricted |
Date published | 2011-05-04 |
Advisor (committee chair) | Bolas, Mark |
Advisor (committee member) |
Fullerton, Tracy Kratky, Andreas Malamed, Laird |
Abstract | The enormous transformation in how humans engage with technologies – providing direct access through touch or gesture, without any mediating controller – has just reached mainstream computing, games and home theaters, with the recent releases of the Kinect and the WAVI Xtion. This change has opened up huge new opportunities for the design of games, interactive experiences and applications. This paper presents the evidence of the connection between the body and perceptions, emotions, and mental states; the powerful, extensive, and surprising ways those connections are manifest; and the unexpected and very potent role that metaphor plays. This paper then presents how that evidence points to a way of employing the emotional and cognitive armature attached to human movement as a means of developing emotionally compelling gestural game-play. |
Keyword | game design; gesture; gestural vocabulary; gestural design; gesture design; user interface design; human computer interaction; human centered computing; emotion in games; design; metaphor |
Coverage date | 1990/2011 |
Language | English |
Part of collection | University of Southern California dissertations and theses |
Publisher (of the original version) | University of Southern California |
Place of publication (of the original version) | Los Angeles, California |
Publisher (of the digital version) | University of Southern California. Libraries |
Provenance | Electronically uploaded by the author |
Type | texts |
Legacy record ID | usctheses-m3891 |
Contributing entity | University of Southern California |
Rights | Tucker, Diane |
Repository name | Libraries, University of Southern California |
Repository address | Los Angeles, California |
Repository email | cisadmin@lib.usc.edu |
Filename | etd-tucker-4587 |
Archival file | uscthesesreloadpub_Volume29/etd-tucker-4587.pdf |
Description
Title | Page 18 |
Contributing entity | University of Southern California |
Repository email | cisadmin@lib.usc.edu |
Full text | 11 immersion (in playing Guitar Hero using the Guitar Hero guitar). The authors conclude not only that movement increased immersion but that the more movement, the more immersion – perhaps because the form of movement fostered fantasy that might have enhanced immersion.15 A second study investigating whether body movement (playing via Donkey Konga Bongos) increased immersion and/or social interaction determined that body movement increased both, compared to play using a standard controller.16 The most forensic or analytical treatments that game magazines have given to the processes and problems associated with Kinect design and development have focused almost exclusively on designing and developing successful user interfaces, not on methods for designing emotionally rich gestural vocabularies or on compelling gesturally-controlled game-play.17 15 N Bianchi-Berthouze, WW Kim, and D Patel, ‘Does Body Movement Engage You More in Digital Game Play? And Why?’ in Proceeds ACII 2007 (Springer, 2007) pp. 102- 113. Indeed, that narrative fantasy has physiological outcomes is suggested by the Gray study cited above, where both players who behave heroically and those who behaved poorly were capable of holding a weight for a longer period than test subjects who had not been primed. 16 SLindley, J LeCouteur, N Bianchi-Berthouze, ‘Stirring Up Experience through Movement in Game Play: Effects on Engagement and Social Behaviour’ CHI 2008 Proceedings pp. 511-514. 17 J Nash, ‘The Player Becomes The Producer: Natural User Interface Design Impact’ in Gamasutra 24 February 2011, viewed on 21 March 2011, http://www.gamasutra.com/view/feature/6296/the_player_becomes_the_producer_.php; C Nutt, ‘MIGS 2010: Harmonix’s Solution for Kinect UI Design’ in Gamasutra 8 November 2010, viewed on 21 March 2011, http://www.gamasutra.com/view/news/31414/MIGS_2010_Harmonixs_Solution_For_Ki nect_UI_Design_.php; J Nielsen, ‘Kinect Gestural UI: First Impressions’ Gamasutra 11 January 2011, viewed on 20 March 2011, http://www.gamasutra.com/view/feature/6253/kinect_gestural_ui_first_.php |