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nicolas nova | November 17, 2010 FLUPA | Grenoble From buttons to gestural interfaces: a user-oriented approach

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Page 1: Flupa2010 grenoble

nicolas nova | November 17, 2010FLUPA | Grenoble

From buttons to gestural interfaces:a user-oriented approach

Page 2: Flupa2010 grenoble

Controller genealogy(nicolas nova/laurent bolli)

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Controller genealogy(nicolas nova/laurent bolli)

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Controller genealogy(nicolas nova/laurent bolli)

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GAME PADS SHAPE EVOLUTION

new geometric shapes are added to the original brick to form bone-like pad

the original brick shapeis deformated

1990

1990

1991

1990

1993

2006

2010

1987

1986

1985

1983

1983

1982

1993

1988

1994

1994

1995

2006

1998 1996

20011995 20011997 19981995 2005/62000 2005

2003

1998

19941996

199019901993

1993

2001

the “boomerang” shape leads to prongs affirmation

the pads face becomesbigger and the prongs areintegrated in the shape

the pads become full 3D shapedergonomics objects

the brick is rotated 90°and becomes a oneprongs pad, or remotecontroller

brick

dog-bone

round3 prongs1 prong(remote)

mask

2 prongs

Controller genealogy(nicolas nova/laurent bolli)

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DIRECTION PADS SHAPE EVOLUTION

1987

1990

1991

1991

1990

2006

2010

1986

1986

1985

1983 1983

2006

1998

1994 1996

1995

2001

1997 19981995 2005/62000

2005

199819961990 19931983

1982

2001

1993 1994 19951988

2003

2001 ?

??

Controller genealogy(nicolas nova/laurent bolli)

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Gestural interface (1987)

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Gestural interface (pre-Wii)

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Gestural interface : Nintendo Wii

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Gestural interface : Sony Move (2010, post-Wii)

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Gestural interface : Kinect (2010, post-Wii)

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+ -

• natural interaction: gestures = natural forms of interaction and low learning curve• direct interaction: from a cognitive POV, the hand/body becomes the input device (less intermediate tranduscers) • terse and powerful interaction: movement capture can be very precise = higher power of expression

• fatigue: physical efforts, interaction must hence be fast• non self-revealing sometimes• “immersion syndrome”: if every gestures are captured, even non-intended movements are interpreted• segmentation of physical actions: gestures are continuous, discretizing them is sometimes approximate+ artificial• which interactions to be replaced by gestures?

New constraints

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Ethnographic approach (observation, interview)

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Game space explorationCEA/LITUS-Movea study)

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Game space explorationLift Lab study

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Perception of realism(CEA/LITUS-Movea study)

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Perception of realism(CEA/LITUS-Movea study)

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Understanding people’s behavior(CEA/LITUS-Movea study)

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Understanding people’s behavior(CEA/LITUS-Movea study)

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Understanding people’s behavior(CEA/LITUS-Movea study)

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Interaction Uncanny Valley(CEA/LITUS-Movea study)

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Mental model of the Wii exploration(Lift lab study)

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Prototype(Project MIG CEA/LITUS-Movea/Widescreen Games/XPteam)

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Prototype(Project MIG CEA/LITUS-Movea/Widescreen Games/XPteam)

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Game design recommendations(Project Phoenix/Céline le Marc)

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Seamful design(Project Phoenix/Céline Le Marc)

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Seamful design(Project Phoenix/Céline Le Marc)