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Kidz KornerA Gesture-Based Immersive Environment
Geneviève BertrandJonathan Gravel-Guérin
Patricia Pinard
Tuesday April 6, 2004
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1. Introduction
Kidz Korner is an interactive adventure story using gesture-based interactions.
PurposeUse a computer-augmented environment to enhance children’s imagination and coordination
ScopeResearch and entertainment
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2. Existing Systems
KidsRoom
Disney’s Aladdin
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3. Design Criteria
A beginner user should:
Locate the right on-screen keys at their second visit
Bypass 75% of the obstacles at their second visit
Make less then 3 gesture errors
Succeed in completing the adventure at their second visit
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4. Storyboard
Initial Design Decisions
Feedback Crouching gesture Buttons location Repeat the tutorial
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5. Prototype
First Computer Prototype
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5. Prototype
Feedback From Choreography Assistant
Strengths• Simple gestures• Adequate representation of time• Control of the game• Tutorials
Weaknesses• Lack of context• User’s progress not visible• No option to restart a new game• No confirmation upon exit
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6. Alpha System
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6. Alpha System
Feedback on the Alpha System
Strengths• Tutorials• Shortcut to skip the tutorial• Confirmation messages
Weaknesses• Lack of feedback on gestures• Inconsistency in buttons’ appearance
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7. Beta System
Implementation in the SRE lab Gesture-based interface
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7. Beta System
Known Limitations
Tracking of the vertical (y) coordinate
Usage Scenario
Video demonstration
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8. Future Improvements
A step further...
Enhanced graphics
Better interaction between children and the system
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9. Conclusion
Design Techniques • Iterative process• User-centered design
HCI Principles• Error prevention• Visibility of system status (feedback)• Consistency
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9. Conclusion
Questions ?