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Full Body Gestures Enhancing a Game Book for Interactive Story Telling

  • Felix Kistler
  • Dominik Sollfrank
  • Nikolaus Bee
  • Elisabeth André
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7069)

Abstract

Game Books can offer a well-written, but non-linear story, as readers always have to decide, how to continue after reading a text passage. It seems very logical to adopt such a book to investigate interaction paradigms for an interactive storytelling scenario. Nevertheless, it is not easy to keep the player motivated during a long-winded narrated story until the next point of intervention is reached. In this paper we tested different methods of implementing the decision process in such a scenario using speech input and tested it with 26 participants during a two player scenario. This revealed that with an omitted on-screen prompt the application was less easy to use, but caused considerably more user interaction. We further added additional interactivity with so-called Quick Time Events (QTEs). In these events, the player has a limited amount of time to perform a specific action after a corresponding prompt appeares on screen. Different versions of QTEs were implemented using Full Body Tracking with Microsoft Kinect, and were tested with another 18 participants during a two player scenario. We found that Full Body Gestures were easier to perform and, in general, preferred to controlling a cursor with one hand and hitting buttons with it.

Keywords

Interactive Storytelling Full Body Tracking Quick Time Event User Experience Game Book Kinect Gesture Recognition 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

  • Felix Kistler
    • 1
  • Dominik Sollfrank
    • 1
  • Nikolaus Bee
    • 1
  • Elisabeth André
    • 1
  1. 1.Human Centered MultimediaAugsburg UniversityAugsburgGermany

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