Welcome!
To use the personalized features of this site, please log in or register.
If you have forgotten your username or password, we can help.
|
 |
SenToy in FantasyA: Designing an Affective Sympathetic Interface to a Computer Game
| |
|
Original Article
SenToy in FantasyA: Designing an Affective Sympathetic Interface to a Computer Game
Ana Paiva1, Gerd Andersson2, Kristina Höök2, Dário Moura˜o1, Marco Costa1 and Carlos Martinho1
| (1) |
IST and Instituto de Engenharia de Sistemas e Computadores- INESC-ID, Lisboa, Portugal, PT |
| (2) |
Swedish Institute of Computer Science, Kista, Sweden, SE |
Abstract: We describe the design process of an affective control toy, named SenToy, used to control a synthetic character in a computer game. SenToy allows players to influence the emotions of a synthetic
character placed in FantasyA, a 3D virtual game. By expressing gestures associated with anger, fear, surprise, sadness and
joy through SenToy, players influence the emotions of the character they control in the game. When designing SenToy we hypothesized
that players would manipulate the toy to express emotions using a particular set of gestures. Those gestures were drawn from
literature on how we express emotions through bodily movements and from emotion theories. To evaluate our idea we performed
a Wizard Of Oz study [1]. The results of the study show that there are behaviours that players easily pick up for expressing
emotions through the gestures with the toy, though not necessarily the ones extracted from literature. The study also provided
some indication on what type of toy we should build, in particular, its ‘look and feel’.
Key words: Affective interfaces – Game – Gesture-based interaction – Wizard of Oz study
Correspondence to: Ms A. Paiva, IST & Instituto de Engenharia de Sistemas e Computadores, Rua Alves Redol 9, 1000 Lisboa, Portugal. Email: Ana.Paiva@inesc.pt
Fulltext Preview (Small, Large)
|
|
|
|
|
|