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Dec 06, 2005

Tangibility in Gameplay

Via Networked performance

Ana Paiva, Rui Prada, Ricardo Chaves, Marco Vala, Adrian Bullock, Gerd Andersson, and Kristina Hook, ICMI’03, November 5–7, 2003, Vancouver, British Columbia, Canada.

In this paper, we describe a way of controlling the emotional states of a synthetic character in a game (FantasyA) through a tangible interface named SenToy. SenToy is a doll with sensors in the arms, legs and body, allowing the user to influence the emotions of her character in the game. The user performs gestures and movements with SenToy, which are picked up by the sensors and interpreted according to a scheme found through an intial Wizard of Oz study. Different gestures are used to express each of the following emotions: anger, fear, happiness, surprise, sadness and gloating. Depending on the expressed emotion, the synthetic character in FantasyA will, in turn, perform different actions. The evaluation of SenToy acting as the interface to the computer game FantasyA has shown that users were able to express most of the desired emotions to influence the synthetic characters, and that overall, players, especially children, really liked the doll as an interface."

Read full paper:

Towards Tangibility in Gameplay: Building a Tangible Affective Interface for a Computer Game [pdf]

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