Nothing Special   »   [go: up one dir, main page]

Skip to main content

Embodied Interaction in Play: Body-Based and Natural Interaction in Games

  • Chapter
  • First Online:
Entertainment Computing and Serious Games

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9970))

Abstract

This chapter describes embodied interaction as a stance towards interaction design for games. It aims at informing game developers with bridging concepts between gameplay and different interaction paradigms that incorporate and focus on the human body (i.e., body-based, natural and tangible interaction). It highlights challenges, potentials and pitfalls of physical interactions and discusses the role of the human mind-body relation as a fundamental concept towards serious game interaction design. This chapter underlines embodied interaction in play as a promising perspective for game developers, that puts emphasize on the notion of humans as social and physical creatures with sentient bodies and highlights the relevance of this perspective for serious game interaction design as well as research in the field. One of the main challenges for researchers in this field will be to create meaningful interactions that internalize these concepts as integral parts of how serious games achieve their impact.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

eBook
USD 15.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 15.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Android wear. https://www.android.com/wear/

  2. Arduino microcontroller. http://www.arduino.cc

  3. Fitbit - activity tracker. http://www.fitbit.com

  4. Jewel mine. http://ict.usc.edu/prototypes/jewel-mine/

  5. Leap motion. https://www.leapmotion.com

  6. Microsoft kinect. https://developer.microsoft.com/en-us/windows/kinect

  7. Microsoft research: stroke recovery with kinect. http://research.microsoft.com/en-us/projects/stroke-recovery-with-kinect/

  8. Phidgets - products for usb sensing and control. http://www.phidgets.com

  9. Tobii eye tracking enabled games. http://www.tobii.com/xperience/apps/

  10. Aymerich-Franch, L., Kizilcec, R.F., Bailenson, J.N.: The relationship between virtual self similarity and social anxiety. Front. Hum. Neurosci. 8, 944 (2014)

    Article  Google Scholar 

  11. Bakker, S., Antle, A.N., Van Den Hoven, E.: Embodied metaphors in tangible interaction design. Pers. Ubiquit. Comput. 16(4), 433–449 (2012)

    Article  Google Scholar 

  12. Bakker, S., Vorstenbosch, D., van den Hoven, E., Hollemans, G., Bergman, T.: Weathergods: tangible interaction in a digital tabletop game. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction, TEI 2007, New York, NY, USA, pp. 151–152. ACM (2007). http://doi.acm.org/10.1145/1226969.1227000

  13. Bente, G., Eschenburg, F., Aelker, L.: Effects of simulated gaze on social presence, person perception and personality attribution in avatar-mediated communication. In: Presence 2007: Proceedings of the 10th Annual International Workshop on Presence, 25–27 October 2007, Barcelona, Spain, pp. 207–214 (2007)

    Google Scholar 

  14. Bergen, B.K.: Louder Than Words: The New Science of How the Mind Makes Meaning. Basic Books, New York (2012)

    Google Scholar 

  15. Chang, Y.J., Chen, S.F., Huang, J.D.: A kinect-based system for physical rehabilitation: a pilot study for young adults with motor disabilities. Res. Dev. Disabil. 32(6), 2566–2570 (2011)

    Article  Google Scholar 

  16. Clark, A.: Being There: Putting Brain, Body, and World Together Again. MIT press, Cambridge (1998)

    Google Scholar 

  17. Cummings, J.J., Bailenson, J.N.: How immersive is enough? a meta-analysis of the effect of immersive technology on user presence. Media Psychol. (ahead-of-print) 19, 1–38 (2015)

    Google Scholar 

  18. van Dijk, J., van der Lugt, R., Hummels, C.: Beyond distributed representation: embodied cognition design supporting socio-sensorimotor couplings. In: Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction, pp. 181–188. ACM (2014)

    Google Scholar 

  19. Dourish, P.: Where the Action Is: The Foundations of Embodied Interaction. MIT press, Cambridge (2004)

    Google Scholar 

  20. Downs, J., Vetere, F., Howard, S., Loughnan, S., Smith, W.: Audience experience in social videogaming: effects of turn expectation and game physicality. In: Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems, pp. 3473–3482. ACM (2014)

    Google Scholar 

  21. Gajadhar, B.J., De Kort, Y., IJsselsteijn, W.A.: Rules of engagement: influence of co-player presence on player involvement in digital games. Int. J. Gaming Computer-Mediated Simul. (IJGCMS) 1(3), 14–27 (2009)

    Article  Google Scholar 

  22. Gerling, K., Livingston, I., Nacke, L., Mandryk, R.: Full-body motion-based game interaction for older adults. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2012, New York, NY, USA, pp. 1873–1882. ACM (2012). http://doi.acm.org/10.1145/2207676.2208324

  23. Goldin-Meadow, S., Nusbaum, H., Kelly, S.D., Wagner, S.: Explaining math: gesturing lightens the load. Psychol. Sci. 12(6), 516–522 (2001)

    Article  Google Scholar 

  24. He, G.F., Park, J.W., Kang, S.K., Jung, S.T.: Development of gesture recognition-based serious games. In: 2012 IEEE-EMBS International Conference on Biomedical and Health Informatics (BHI), pp. 922–925. IEEE (2012)

    Google Scholar 

  25. Höök, K., Ståhl, A., Jonsson, M., Mercurio, J., Karlsson, A., Banka Johnson, E.C.: Somaethetic design. Interactions 22, 26–33 (2015). http://dx.doi.org/10.1145/2770888

    Article  Google Scholar 

  26. Hornecker, E., Buur, J.: Getting a grip on tangible interaction: a framework on physical space and social interaction. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 437–446. ACM (2006)

    Google Scholar 

  27. Ishii, H., Ullmer, B.: Tangible bits: towards seamless interfaces between people, bits and atoms. In: Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, pp. 234–241. ACM (1997)

    Google Scholar 

  28. Istance, H., Vickers, S., Hyrskykari, A.: Gaze-based interaction with massively multiplayer on-line games. In: CHI 2009 Extended Abstracts on Human Factors in Computing Systems, pp. 4381–4386. ACM (2009)

    Google Scholar 

  29. Jack, D., Boian, R., Merians, A., Adamovich, S.V., Tremaine, M., Recce, M., Burdea, G.C., Poizner, H.: A virtual reality-based exercise program for stroke rehabilitation. In: Proceedings of the Fourth International ACM Conference on Assistive Technologies, pp. 56–63. ACM (2000)

    Google Scholar 

  30. Johnson, M.: The Body in the Mind: The Bodily Basis of Meaning, Imagination, and Reason. University of Chicago Press, Chicago (2013)

    Google Scholar 

  31. Jordà, S., Kaltenbrunner, M., Geiger, G., Alonso, M.: The reactable: a tangible tabletop musical instrument and collaborative workbench. In: ACM SIGGRAPH 2006 Sketches, SIGGRAPH 2006, New York, NY, USA. ACM (2006). http://doi.acm.org/10.1145/1179849.1179963

  32. Kipp, M., Gebhard, P.: IGaze: studying reactive gaze behavior in semi-immersive human-avatar interactions. In: Prendinger, H., Lester, J., Ishizuka, M. (eds.) IVA 2008. LNCS (LNAI), vol. 5208, pp. 191–199. Springer, Heidelberg (2008). doi:10.1007/978-3-540-85483-8_19

    Chapter  Google Scholar 

  33. Kjeldsen, R., Hartman, J.: Design issues for vision-based computer interaction systems. In: Proceedings of the 2001 Workshop on Perceptive User Interfaces, pp. 1–8. ACM (2001)

    Google Scholar 

  34. Klemmer, S.R., Hartmann, B., Takayama, L.: How bodies matter: five themes for interaction design. In: Proceedings of the 6th Conference on Designing Interactive Systems, pp. 140–149. ACM (2006)

    Google Scholar 

  35. Lankes, M., Mirlacher, T., Wagner, S., Hochleitner, W.: Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based games. In: Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, pp. 171–179. ACM (2014)

    Google Scholar 

  36. Lee, J.E.R., Nass, C.I., Bailenson, J.N.: Does the mask govern the mind?: effects of arbitrary gender representation on quantitative task performance in avatar-represented virtual groups. Cyberpsychology Behav. Soc. Netw. 17(4), 248–254 (2014)

    Article  Google Scholar 

  37. Li, Y., Fontijn, W., Markopoulos, P.: A tangible tabletop game supporting therapy of children with cerebral palsy. In: Markopoulos, P., Ruyter, B., IJsselsteijn, W., Rowland, D. (eds.) Fun and Games 2008. LNCS, pp. 182–193. Springer, Heidelberg (2008). doi:10.1007/978-3-540-88322-7_18

    Chapter  Google Scholar 

  38. Malinverni, L., Burguès, N.P.: The medium matters: the impact of full-body interaction on the socio-affective aspects of collaboration. In: Proceedings of the 14th International Conference on Interaction Design and Children, IDC 2015, New York, NY, USA, pp. 89–98. ACM (2015). http://doi.acm.org/10.1145/2771839.2771849

  39. Maurer, B., Aslan, I., Wuchse, M., Neureiter, K., Tscheligi, M.: Gaze-based onlooker integration: exploring the in-between of active player and passive spectator in co-located gaming. In: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015, NewYork, NY, USA, pp. 163–173. ACM (2015). http://doi.acm.org/10.1145/2793107.2793126

  40. Maurer, B., Bergner, F., Kober, P., Baumgartner, R.: Improving rehabilitation process after total knee replacement surgery through visual feedback and enhanced communication in a serious game. In: Proceedings of the 30th ACM International Conference on Design of Communication, pp. 355–356. ACM (2012)

    Google Scholar 

  41. Maurer, B., Gärtner, M., Wuchse, M., Meschtscherjakov, A., Tscheligi, M.: Utilizing a digital game as a mediatory artifact for social persuasion to prevent speeding. In: Meschtscherjakov, A., Ruyter, B., Fuchsberger, V., Murer, M., Tscheligi, M. (eds.) PERSUASIVE 2016. LNCS, pp. 199–210. Springer, Heidelberg (2016). doi:10.1007/978-3-319-31510-2_17

    Google Scholar 

  42. McCallum, S., Boletsis, C.: Dementia games: a literature review of dementia-related serious games. In: Ma, M., Oliveira, M.F., Petersen, S., Hauge, J.B. (eds.) SGDA 2013. LNCS, vol. 8101, pp. 15–27. Springer, Heidelberg (2013). doi:10.1007/978-3-642-40790-1_2

    Chapter  Google Scholar 

  43. McCallum, S., Boletsis, C.: A taxonomy of serious games for dementia. In: Schouten, B., Fedtke, S., Bekker, T., Schijven, M., Gekker, A. (eds.) Games for Health, pp. 219–232. Springer Fachmedien Wiesbaden, Wiesbaden (2013)

    Chapter  Google Scholar 

  44. Morawe, V., Reiff, T.: PainStation. Ars Electronica (2002)

    Google Scholar 

  45. Mizobata, R., Silpasuwanchai, C., Ren, X.: Only for casual players?: investigating player differences in full-body game interaction. In: Proceedings of the Second International Symposium of Chinese CHI, Chinese CHI 2014, New York, NY, USA, pp. 57–65. ACM (2014). http://doi.acm.org/10.1145/2592235.2592244

  46. Mueller, F., Isbister, K., Mueller, F., Isbister, K.: Movement-based game guidelines. ACM, New York (2014)

    Google Scholar 

  47. Nacke, L.E., Stellmach, S., Sasse, D., Lindley, C.A.: Gameplay experience in a gaze interaction game. In: Proceedings of 5th Conference on Communication by Gaze Interaction - COGAIN 2009, pp. 49–54. The COGAIN Association (2009)

    Google Scholar 

  48. Nowak, K.L., Rauh, C.: The influence of the avatar on online perceptions of anthropomorphism, androgyny, credibility, homophily, and attraction. J. Computer-Mediated Commun. 11(1), 153–178 (2005)

    Article  Google Scholar 

  49. Peitz, J., Eriksson, D., Björk, S.: Augmented board games: enhancing board games with electronics. In: Proceedings of DiGRA 2005 Conference: Changing Views-Worlds in Play (2005)

    Google Scholar 

  50. Pfeifer, R., Bongard, J.: How the Body Shapes the Way We Think: A New View of Intelligence. MIT press, Cambridge (2006)

    Google Scholar 

  51. Purvis, C.K., Jones, M., Bailey, J.O., Bailenson, J., Taylor, C.B.: Developing a novel measure of body satisfaction using virtual reality. PloS one 10(10), e0140158 (2015)

    Article  Google Scholar 

  52. Schönauer, C., Pintaric, T., Kaufmann, H.: Full body interaction for serious games in motor rehabilitation. In: Proceedings of the 2nd Augmented Human International Conference, AH 2011, pp. 4:1–4:8, New York, NY, USA. ACM (2011). http://doi.acm.org/10.1145/1959826.1959830

  53. Schwarz, J., Marais, C.C., Leyvand, T., Hudson, S.E., Mankoff, J.: Combining body pose, gaze, and gesture to determine intention to interact in vision-based interfaces. In: Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems, CHI 2014, New York, NY, USA, pp. 3443–3452. ACM (2014). http://doi.acm.org/10.1145/2556288.2556989

  54. Shusterman, R.: Body consciousness: a philosophy of mindfulness and somaesthetics. Cambridge University Press, Cambridge (2008)

    Book  Google Scholar 

  55. Sjöblom, B.: Gaming as a situated collaborative practice. Human IT 9(3), 128–165 (2008)

    Google Scholar 

  56. Steptoe, W., Wolff, R., Murgia, A., Guimaraes, E., Rae, J., Sharkey, P., Roberts, D., Steed, A.: Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environments. In: Proceedings of the 2008 ACM Conference on Computer Supported Cooperative Work, pp. 197–200. ACM (2008)

    Google Scholar 

  57. Valli, A.: The design of natural interaction. Multimedia Tools Appl. 38(3), 295–305 (2008)

    Article  Google Scholar 

  58. Vickers, S., Istance, H., Hyrskykari, A., Ali, N., Bates, R.: Keeping an eye on the game: eye gaze interaction with massively multiplayer online games and virtual communities for motor impaired users (2008)

    Google Scholar 

  59. Weiser, M., Brown, J.S.: The coming age of calm technology. In: Beyond Calculation, pp. 75–85. Springer (1997)

    Google Scholar 

  60. Won, A.S., Tataru, C.A., Cojocaru, C.M., Krane, E.J., Bailenson, J.N., Niswonger, S., Golianu, B.: Two virtual reality pilot studies for the treatment of pediatric crps. Pain Med. 16, 1644–1647 (2015)

    Article  Google Scholar 

  61. Yee, N., Bailenson, J.: The proteus effect: the effect of transformed self-representation on behavior. Hum. Commun. Res. 33(3), 271–290 (2007). http://dx.doi.org/10.1111/j.1468-2958.2007.00299.x

    Article  Google Scholar 

  62. Yin, Y., Davis, R.: Toward natural interaction in the real world: real-time gesture recognition. In: International Conference on Multimodal Interfaces and the Workshop on Machine Learning for Multimodal Interaction, ICMI-MLMI 2010, New York, NY, USA, pp. 15:1–15:8. ACM (2010). http://doi.acm.org/10.1145/1891903.1891924

  63. Zain, N.H.B.M., Jaafar, A.: Integrating digital games based learning environments with eye gaze-based interaction. In: 2011 International Conference on Pattern Analysis and Intelligent Robotics (ICPAIR), vol. 2, pp. 222–227. IEEE (2011)

    Google Scholar 

  64. Zalapa, R., Tentori, M.: Movement-based and tangible interactions to offer body awareness to children with autism. In: Urzaiz, G., Ochoa, S.F., Bravo, J., Chen, L.L., Oliveira, J. (eds.) UCAmI 2013. LNCS, vol. 8276, pp. 127–134. Springer, Heidelberg (2013)

    Chapter  Google Scholar 

  65. Zhang, H., Fricker, D., Smith, T.G., Yu, C.: Real-time adaptive behaviors in multimodal human-avatar interactions. In: International Conference on Multimodal Interfaces and the Workshop on Machine Learning for Multimodal Interaction, ICMI-MLMI 2010, New York, NY, USA, pp. 4:1–4:8. ACM (2010). http://doi.acm.org/10.1145/1891903.1891909

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Bernhard Maurer .

Editor information

Editors and Affiliations

Further Readings and Theoretical Grounding

Further Readings and Theoretical Grounding

To get a more thorough understanding of the theoretical concepts and perspectives mentioned in this chapter, the following list is suggested as a starting point for further readings:

  • Embodied Interaction: Dourish, P.: Where the action is: the foundations of embodied interaction. MIT press (2004) [19];

  • Somaesthetics: Shusterman, R.: Body consciousness: A philosophy of mindfulness and somaesthetics. Cambridge University Press (2008) [54];

  • Human body-mind relation: Bergen, B.K.: Louder than words: The new science of how the mind makes meaning. Basic Books (2012) [14]; Pfeifer, R., Bongard, J.: How the body shapes the way we think: a new view of intelligence. MIT press (2006) [50];

  • Tangible Interaction: Hornecker et al.: Getting a grip on tangible interaction: a framework on physical space and social interaction [26]; Ishii et al.: Tangible bits: towards seamless interfaces between people, bits and atoms [27].

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing AG

About this chapter

Cite this chapter

Maurer, B. (2016). Embodied Interaction in Play: Body-Based and Natural Interaction in Games. In: Dörner, R., Göbel, S., Kickmeier-Rust, M., Masuch, M., Zweig, K. (eds) Entertainment Computing and Serious Games. Lecture Notes in Computer Science(), vol 9970. Springer, Cham. https://doi.org/10.1007/978-3-319-46152-6_15

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-46152-6_15

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-46151-9

  • Online ISBN: 978-3-319-46152-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics