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.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.