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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Video Game Anti-Cheat Software and Its Importance to a Game's Success
This paper will discuss the importance of video game anti-cheat and anti- “modding” software, which prevents users from modifying the games they play to give unfair advantages in multiplayer games. It will discuss the success of games that do and do not have an effective set of software necessary to prevent these intrusions and how that overall affects the success of the game and by extension the company. It will also look at the counter argument that a game can survive without it or fail with it. It will also discuss how it affects the game from both a player and business perspective.
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- Award ID(s):
- 1754054
- NSF-PAR ID:
- 10344948
- Date Published:
- Journal Name:
- ADMI 2022:The Symposium of Computing at Minority Institutions
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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