Abstract:
Generic multi-button controllers are the most common input devices used for video games. In contrast, dedicated game controllers and gestural interactions increase immersion and playability. Room-sized gaming has opened up possibilities to further enhance the immersive experience, and provides players with opportunities to use full-body movements as input. We present a purpose-centric approach to appropriating everyday objects as physical game controllers, for immersive room-sized gaming. Virtual manipulations supported by such physical controllers mimic real-world function and usage. Doing so opens up new possibilities for interactions that flow seamlessly from the physical into the virtual world. As a proof-of-concept, we present a 'Tower Defence' styled game, that uses four everyday household objects as game controllers, each of which serves as a weapon to defend the base of the players from enemy bots. Players can use 1) a mop (or a broom) to sweep away enemy bots directionally; 2) a fan to scatter them away; 3) a vacuum cleaner to suck them; 4) a mouse trap to destroy them. Each controller is tracked using a motion capture system. A physics engine is integrated in the game, and ensures virtual objects act as though they are manipulated by the actual physical controller, thus providing players with a highly-immersive gaming experience.
Cite (BibTeX):
@inproceedings{DBLP_conf_chi_TodiDBFKL16,
author = {Todi, Kashyap and Degraen, Donald and Berghmans, Brent and Faes, Axel and Kaminski, Matthijs and Luyten, Kris},
title = {Purpose-centric appropriation of everyday objects as game controllers},
booktitle = {Proceedings of the 2016 CHI conference on human factors in computing systems, san jose, CA, USA, may 7-12, 2016, extended abstracts},
year = {2016},
publisher = {ACM},
pages = {2744-2750},
doi = {10.1145/2851581.2892448},
url = {https://doi.org/10.1145/2851581.2892448}
}