TY - GEN
T1 - DigiGlo
T2 - 7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020
AU - Chatain, Julia
AU - Sisserman, Danielle M.
AU - Reichardt, Lea
AU - Fayolle, Violaine
AU - Kapur, Manu
AU - Sumner, Robert W.
AU - Zünd, Fabio
AU - Bermano, Amit H.
N1 - Publisher Copyright:
© 2020 ACM.
PY - 2020/11/2
Y1 - 2020/11/2
N2 - The shape and function of the human hand are intimately linked to our interaction with the physical world and sets us apart from our evolutionary ancestors. In the digital age, our hands still represent our main form of interaction. We use our hands to operate keyboards, mice, trackpads, and game controllers. This modality, however, separates content display and interaction. In this paper, we present Digital Gloves (DigiGlo), a system designed to evaluate the benefits of a unified hand display and interaction system. We explore this symbiosis in the context of gaming where users control games using hand gestures while the content is displayed on their bare hand. Building on established learning principles, we explore different hand gestures and other specially tailored interactions, through three carefully designed activities and two user studies. From these we show that this is an idea that has the potential to bring more intuitive, enjoyable, and effective gaming and learning experiences, and offer recommendations regarding how to better design such systems.
AB - The shape and function of the human hand are intimately linked to our interaction with the physical world and sets us apart from our evolutionary ancestors. In the digital age, our hands still represent our main form of interaction. We use our hands to operate keyboards, mice, trackpads, and game controllers. This modality, however, separates content display and interaction. In this paper, we present Digital Gloves (DigiGlo), a system designed to evaluate the benefits of a unified hand display and interaction system. We explore this symbiosis in the context of gaming where users control games using hand gestures while the content is displayed on their bare hand. Building on established learning principles, we explore different hand gestures and other specially tailored interactions, through three carefully designed activities and two user studies. From these we show that this is an idea that has the potential to bring more intuitive, enjoyable, and effective gaming and learning experiences, and offer recommendations regarding how to better design such systems.
KW - embodiment
KW - games
KW - hand gestures
KW - split-attention
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85097497455&partnerID=8YFLogxK
U2 - 10.1145/3410404.3414260
DO - 10.1145/3410404.3414260
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AN - SCOPUS:85097497455
T3 - CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
SP - 374
EP - 385
BT - CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
PB - Association for Computing Machinery, Inc
Y2 - 2 November 2020 through 4 November 2020
ER -