Abstract
Gesture recognition devices provide a new means for natural human-computer interaction. However, when selecting these devices to be used in games, designers might find it challenging to decide which gesture recognition device will work best. In the present research, we compare three vision-based, hand-gesture devices: Leap Motion, Microsoft’s Kinect, and Intel’s RealSense. The comparison provides game designers with an understanding of the main factors to consider when selecting these devices and how to design games that use them. We developed a simple hand-gesture-based game to evaluate performance, cognitive demand, comfort, and player experience of using these gesture devices. We found that participants preferred and performed much better using Leap Motion and Kinect compared to using RealSense. Leap Motion also outperformed or was equivalent to Kinect. These findings were supported by players’ accounts of their experiences using these gesture devices. Based on these findings, we discuss how such devices can be used by game designers and provide them with a set of design cautions that provide insights into the design of gesture-based games.
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Notes
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In the NASA-TLX, the performance score is reverse-coded so that, like the other scores, a higher score is worse, thus, a high score on performance indicates worse perceived performance.
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Khalaf, A.S., Alharthi, S.A., Alshehri, A., Dolgov, I., Toups Dugas, P.O. (2020). A Comparative Study of Hand-Gesture Recognition Devices for Games. In: Kurosu, M. (eds) Human-Computer Interaction. Multimodal and Natural Interaction. HCII 2020. Lecture Notes in Computer Science(), vol 12182. Springer, Cham. https://doi.org/10.1007/978-3-030-49062-1_4
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