Abstract
The paper presents the design and evaluation of an original Ambient Interactive Storybook (AIS) for children, including its platform, the background story, and 10 full body interactive games. The evaluation, which focused on the user’s physical experience and elements important to the designer, has been methodologically derived from the Kroflič’s and Laban’s framework Body, Space, Time and Relationship, and additionally supported by sport science measurements. An experiment with 8 participants playing 10 games for 20 min was conducted and recorded to a digital video. Participants’ physical experience was evaluated through the analysis of postures, the quality of the movement, the body parts used in the interaction, the playing area, the direction of movement, direction of gaze, tempo, dynamics and the quantity of motion (QoM). Results of the experiment are discussed in relation and with implications for game design. Conclusions are drawn with the summary of main findings, to better understand the mechanisms and principles involved the design of user’s physical activity in full body interactive games for children. The theoretical work of Laban and Kroflič proved to be useful for interaction and games design in the transition from desktop to full body interactive games.
Similar content being viewed by others
Notes
Nintendo Wii uses Wiimote, a special remote control, which is usually controlled by a hand and not by the whole-body movement.
References
3DV systems (2006). [Hardware & Software] 3D Camera & 3D Video Solutions. Available at http://www.3dvsystems.com/. Accessed 24 Nov, 2008
Active Ingredient [Artwork] (2007) ‘Ere Be Dragons In: i am ai ’ active ingridients & ai online. Available at http://www.i-am-ai.net/erebedragons/. Accessed 26 Nov 2008
Böhm H, Hartmann M, Böhm B (2008) Predictors of metabolic energy expenditure from body acceleration and mechanical energies in new generation active computer games. In: International Association on Computer Science in Sport (IACSS). Available at www.iacss.org/fileadmin/user_upload/Download_Area_Dataset/dagstuhl_08_boehm.pdf. Acceseed 2 Nov 2009
Camurri A, Lagerlof I, Volpe G (2004) Recognizing emotion from dance movement: comparison of spectator recognition and automated techniques. Intl J Hum Comput St 59/1–2:213–225. doi:10.1016/S1071-5819(03)00050-8
D'Hooge H, Goldsmith M (2001) Game Design Principles for the Intel® Play™ Me2Cam* Virtual Game System. Intel Technology Journal 2001/4. pp. 1–9
Ermi L, Mäyrä F (2005) Fundamental Components of the Gameplay Experience: Analysing Immersion. DiGRA 2005 Conference: Changing Views: Worlds in Play pp. 15–27
EyesWeb [Software] (1997) Version 3.3. InfoMus Lab, DIST-University of Genova
Eyetoy [Hardware] (2005) Sony Corporation In: Eyetoy. Available at www.eyetoy.com Accessed 20 Sep 2008
Graves L, Stratton G, Ridgers ND, Cable NT (2007) Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study. Brit Med J Vol 335:1282–1284. doi:10.1136/bmj.39415.632951.80
Hämäläinen P, Ilmonen T, Höysniemi J, Lindholm M, Nykänen A (2005) Martial Arts in Artificial Reality. Proceedings of the SIGCHI conference on Human factors in computing system pp. 781–790. ISBN:1-58113-998-5
Hayles NK (1999) How we became posthuman. The University of Chicago Press, Chicago. ISBN 0-226-32146-0
Holland S, Marshall P, Bird J, Dalton SN, Morris R, Pantidi N et al (2009) Running up Blueberry Hill: Prototyping Whole Body Interaction in Harmony Space. TEI 09 3 rd International Conference on Tangible and Embedded Interaction 2009. Cambridge, UK. pp 93–98. ISBN: 978-1-60558-493-5
Höysniemi J, Hämäläinen P (2005) Children’s and parents’ perception of full-body interaction and violence in a martial arts game. Proceedings of the 2005 conference on Designing for User eXperience. pp. 2–16. ISBN:1-59593-250-X
Höysniemi J, Hämäläinen P, Turkki L (2004) Wizard of Oz prototyping of computer vision based action games for children. Conference on interaction Design and Children: Building A Community, New York. pp. 27–34. ISBN:1-58113-791-5
Intel® Play™ Me2Cam* Virtual Game System [Software] (2001) Intel, St Clara, CA, USA
Kick Ass Kung-Fu [Artwork] (2006) Hämäläinen P,Available at www.kickasskungfu.net. Accessed 2 Nov 2009
Koštomaj M, Boh B (2010) Support of users’ physical activities with visual and interactive elements in immersive environments, PhD Thesis, University of Ljubljana, Slovenia
Kroflič B (1992) Ustvarjanje skozi gib. Znanstveno in publicistično središče. Ljubljana, Slovenia ISBN: 961-6014-00-5
Krueger MW (2001) Responsive environments - 1977. In: Parker R, Jordan K (eds) Multimedia: from Wagner to virtual reality. Norton, New York, pp 379–389
Liu CC, Chiou WC, Tai SJ, Tsai CC, Chen GD, Jong CW et al (2006) Wristbands as Interaction Devices: a Vision-Based Interaction Space for Facilitating Full-Body Learning. 4th IEEE International Workshop on Wireless, Mobile and Ubiquitous Technology in Education, (WMUTE 2006), Greece. pp. 171–173. doi:10.1109/WMTE.2006.261370
Loke L, Larssen AT, Robertson T, Edwards J (2007) Understanding movement for interaction design: frameworks and approaches. Pers Ubiquit Comput 11/8:691–701. doi:10.1007/s00779-006-0132-1
Mandala Gesture Xtreme (GX) System [Hardware] (1996) Vivid Group Toronto, Canada
Mitchell A, Savill-Smith C (2004) The use of computer and video games for learning. Learning and Skills Development Agency, London. ISBN 1-85338-904-8
NHS (2008) Statistics on obesity, physical activity and diet. The Information Centre England, London. ISBN 978-1-84636-187-6
Nintendo Wii [Hardware] (2007) Nintendo In: Nintendo. Available at www.nintendo.co.uk/NOE/en_GB/systems/about_wii_1069.html. Accessed 20 Sep 2008
Pingali G, Opalach A, Jean Y, Carlbom I (2001) Visualization of Sports using Motion Trajectories: Providing Insights into Performance, Style, and Strategy. 12th Annual IEEE Visualization Conference (Vis’2001), San Diego pp. 75–82. ISBN: 0-7803-7200-X
PrimeSense (2008) [Hardware & Software] PrimeSense Products & Technology. Available at http://www.primesense.com/technology. Accessed 24 Nov, 2008.
QuiQui’s Giant Bounce [Software] (2003). Höysniemi J, Hämäläinen P In: University of Tampere. Available at www.cs.uta.fi/kukakumma. Accessed 2 Nov 2009
Simi Motion [Software] (2004) SIMI Reality Motion Systems GmbH. Munich, Germany
Simi Scout [Software] (2008) SIMI Reality Motion Systems GmbH. Munich, Germany
Softkinetic (2008) [Software] Softkinetic iisu™. Available at http://www.softkinetic.net/Public/eng/Technology/. Accessed 24 Nov, 2008
Utterback C, Achituv R [Artwork] (1999) Text Rain. In: Camille Utterback: interactive video art. Available at www.camilleutterback.com/textrain.html. Accessed 2 Nov 2009
Warren J (2003) Unencumbered Full Body Interaction in Video Games. In: Parsons School of Design. Available at http://a.parsons.edu/∼jonah/jonah_thesis.pdf. Accessed 2 Nov 2009
Acknowledgements
Authors would like to thank Jožica Trateški, Tone Kregar and Andreja Rihter from The Museum of Recent History, Celje, Slovenia. Also thanks to Mateja Bizjak Petit, Lemora, Polona Dovžan, Russell Etheridge, Greg Childs, Matjaž Mlakar, Shyama Perera, Dan Scording, Colin Kavanagh, Special thanks to Tara, Tea, Pia, Maša, Iza, Lan, Nik, Jaka and Žiga and their parents.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Koštomaj, M., Boh, B. Design and evaluation of user’s physical experience in an Ambient Interactive Storybook and full body interaction games. Multimed Tools Appl 54, 499–525 (2011). https://doi.org/10.1007/s11042-010-0549-4
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11042-010-0549-4