A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface

As gestural interfaces emerged as a new type of user interface, their use has been vastly explored by the entertainment industry to better immerse the player in games. Despite being mainly used in dance and sports games, little use was made of gestural interaction in more slow-paced genres, such as...

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Main Authors: Gabriel Alves Mendes Vasiljevic, Leonardo Cunha de Miranda, Erica Esteves Cunha de Miranda
Format: Article
Language:English
Published: Hindawi Limited 2016-01-01
Series:Advances in Human-Computer Interaction
Online Access:http://dx.doi.org/10.1155/2016/4602471
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spelling doaj-202182addca740beb91b1357e1b955e52020-11-24T23:52:42ZengHindawi LimitedAdvances in Human-Computer Interaction1687-58931687-59072016-01-01201610.1155/2016/46024714602471A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural InterfaceGabriel Alves Mendes Vasiljevic0Leonardo Cunha de Miranda1Erica Esteves Cunha de Miranda2Department of Informatics and Applied Mathematics, Federal University of Rio Grande do Norte (UFRN), 59078-970 Natal, RN, BrazilDepartment of Informatics and Applied Mathematics, Federal University of Rio Grande do Norte (UFRN), 59078-970 Natal, RN, BrazilDepartment of Informatics and Applied Mathematics, Federal University of Rio Grande do Norte (UFRN), 59078-970 Natal, RN, BrazilAs gestural interfaces emerged as a new type of user interface, their use has been vastly explored by the entertainment industry to better immerse the player in games. Despite being mainly used in dance and sports games, little use was made of gestural interaction in more slow-paced genres, such as board games. In this work, we present a Kinect-based gestural interface for an online and multiplayer chess game and describe a case study with users with different playing skill levels. Comparing the mouse/keyboard interaction with the gesture-based interaction, the results of the activity were synthesized into lessons learned regarding general usability and design of game control mechanisms. These results could be applied to slow-paced board games like chess. Our findings indicate that gestural interfaces may not be suitable for competitive chess matches, yet it can be fun to play while using them in casual matches.http://dx.doi.org/10.1155/2016/4602471
collection DOAJ
language English
format Article
sources DOAJ
author Gabriel Alves Mendes Vasiljevic
Leonardo Cunha de Miranda
Erica Esteves Cunha de Miranda
spellingShingle Gabriel Alves Mendes Vasiljevic
Leonardo Cunha de Miranda
Erica Esteves Cunha de Miranda
A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface
Advances in Human-Computer Interaction
author_facet Gabriel Alves Mendes Vasiljevic
Leonardo Cunha de Miranda
Erica Esteves Cunha de Miranda
author_sort Gabriel Alves Mendes Vasiljevic
title A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface
title_short A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface
title_full A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface
title_fullStr A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface
title_full_unstemmed A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface
title_sort case study of mastermind chess: comparing mouse/keyboard interaction with kinect-based gestural interface
publisher Hindawi Limited
series Advances in Human-Computer Interaction
issn 1687-5893
1687-5907
publishDate 2016-01-01
description As gestural interfaces emerged as a new type of user interface, their use has been vastly explored by the entertainment industry to better immerse the player in games. Despite being mainly used in dance and sports games, little use was made of gestural interaction in more slow-paced genres, such as board games. In this work, we present a Kinect-based gestural interface for an online and multiplayer chess game and describe a case study with users with different playing skill levels. Comparing the mouse/keyboard interaction with the gesture-based interaction, the results of the activity were synthesized into lessons learned regarding general usability and design of game control mechanisms. These results could be applied to slow-paced board games like chess. Our findings indicate that gestural interfaces may not be suitable for competitive chess matches, yet it can be fun to play while using them in casual matches.
url http://dx.doi.org/10.1155/2016/4602471
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