Assessment of gesture-based natural interface systems in serious games

Show simple item record Murphy, David Dubé, Karina
dc.contributor.editor Felicia, Patrick 2018-04-09T10:26:33Z 2018-04-09T10:26:33Z 2017-06-28
dc.identifier.citation Murphy, D. and Dubé, K. (2017) ‘Assessment of gesture-based natural interface systems in serious games’, in Felice, P. (ed.) Proceedings of the 7th Irish Conference on Game-based Learning, 28-29 June, Cork, pp. 31-39. isbn: 978-1978120310 en
dc.identifier.startpage 31 en
dc.identifier.endpage 39 en
dc.identifier.isbn 978-1978120310
dc.description.abstract The goal of this study was to examine interaction designs and devices for natural gesture-based interaction for a 3D serious game for surgical training. The 3D input devices used in the experiment consisted of a 5DT Data Glove and a Leap Motion sensor. The 3D model used for interaction was a particle-based deformable object using NVIDIA Flex. The interface was constructed in C++ using Unreal Engine 4 as the game engine and was designed to measure the movement of the wrist around a virtual object. A user study was conducted to compare the usability of contact based (5DT Glove) and non-contact based (the Leap) gesture-based input devices for use in the system. Eleven right-handed adult volunteers were recruited. Each volunteer was asked to perform four tasks on the deformable model. These tasks involved pushing and pulling certain points and faces on the 3D model. To account for possible learning bias, subjects were randomly assigned their first device. After each device, the subjects were asked to complete a System Usability Scale questionnaire. The experiment collected information on the (a) accuracy, (b) discoverability, and (c) ease of use of the two devices. Accuracy was measured based on the distance between the user’s selected location and a predetermined target point. Discoverability was based on the time taken to reach the selection point. Ease of use was determined by survey. Standard descriptive statistics are employed (mainly means and standard deviations). The results indicate that while non-contact based devices might be perceived as having greater ease of use due to the lack of restrictions and cabling when compared to the glove, the glove was more accurate. The favourability of the glove among those who preferred the glove was higher than the favourability of the Leap among those who preferred the Leap. The significance of this is dependant upon the type of learning scenario employed in the serious game. If the emphasis within the serious game is on task training, e.g. dexterous tasks associated with surgical instrument manipulation, then the results suggest the use of the Glove is more appropriate due its higher accuracy count. However, if the focus in the serious game is on naturalness of interaction then the Leap is more highly preferred. These insights may help serious game designers and educational content creators in adopting the appropriate input device for natural gesture-based interaction. en
dc.format.mimetype application/pdf en
dc.language.iso en en
dc.publisher iGBL Conference en
dc.rights © 2017 the editors and authors. en
dc.subject Gesture Interfaces en
dc.subject Natural Interfaces en
dc.subject Assessment en
dc.subject Virtual Reality en
dc.subject VR en
dc.subject Games en
dc.subject Serious Games en
dc.subject Interaction en
dc.title Assessment of gesture-based natural interface systems in serious games en
dc.type Conference item en
dc.internal.authorcontactother David Murphy, Computer Science, University College Cork, Cork, Ireland. +353-21-490-3000 Email: en
dc.internal.availability Full text available en 2018-03-29T18:14:46Z
dc.description.version Accepted Version en
dc.internal.rssid 431800005
dc.description.status Peer reviewed en
dc.identifier.journaltitle Proceedings of the 7th Irish Conference on Game-based Learning en
dc.internal.copyrightchecked No !!CORA!! en
dc.internal.licenseacceptance Yes en
dc.internal.conferencelocation Cork en
dc.internal.IRISemailaddress en

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