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2 result(s) for "Esteves Cunha de Miranda, Erica"
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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 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.
Evaluating Multiple Aspects of Educational Computer Games: Literature Review and Case Study
Evaluation is an important step in the life cycle of software, once through this practice it is possible to find issues that could compromise the user experience. With educational computer games, the same rule is applied. The use of educational games is increasing, and it is important to verify these tools to provide users with the most adequate learning environments. This verification can be made through the evaluation of multiple aspects of these tools. This work presents a literature review about evaluation of multiple aspects of software, followed by a more specific review focused on multiple aspects of educational computer games. Then, a case study is presented, in which an evaluation method is applied with an educational computer game, aiming to verify the positives and the issues to be improved in the game. The reviews and the description of the process to use the method intend to help and guide other researchers to choose evaluation methods that can fit their own context and needs.