Understanding visual interfaces for the next generation of dance-based rhythm video games

Emiko Charbonneau, Andrew Miller, Chadwick Wingrave, Joseph J. LaViola

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

We present an experimental study exploring how to best guide users when playing RealDance, a next generation dancing game prototype. It uses four Nintendo Wii remotes, attached to the wrists and ankles, to create a 3D spatial interface utilizing the entire body to more closely mimic real dancing. Since RealDance requires a player to use both arms and legs, the player needs to know which of their four limbs to use, where they are expected to move, and when they are expected to move in the dance sequence. To understand the best way to present this information, we implemented three visual interface methods: Timeline, Motion Lines, and Beat Circles, that are based on existing rhythm video games but extended to support RealDance's 3D interaction requirements. Our study explores each visual interface's effectiveness in conveying dance sequence information and assisting the player in providing a rewarding experience. Our evaluation is based on points scored in the game, and post-questionnaires used to solicit reactions about each visual interface including which was preferred and why. The results of the study show that players had significantly higher scores when using Motion Lines and Beat Circles than with the Timeline. The results also indicate that players found Motion Lines and Beat Circles significantly easier to follow than Timeline and icon position significantly less confusing than the Timeline interface. From these results, we believe that Motion Lines and Beat Circles are more appropriate visual interfaces than the traditional Timeline interface for full body, rhythm dance games.

Original languageEnglish (US)
Title of host publicationProceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, Sandbox '09
PublisherAssociation for Computing Machinery
Pages119-126
Number of pages8
ISBN (Print)9781605585147
DOIs
StatePublished - Jan 1 2009
Externally publishedYes
Event2009 ACM SIGGRAPH Symposium on Video Games, Sandbox '09 - New Orleans, LA, United States
Duration: Aug 4 2009Aug 6 2009

Publication series

NameProceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, Sandbox '09

Other

Other2009 ACM SIGGRAPH Symposium on Video Games, Sandbox '09
CountryUnited States
CityNew Orleans, LA
Period8/4/098/6/09

Keywords

  • 3D spatial interaction
  • Dance gaming
  • Dance-based rhythm games
  • Games
  • User evaluation
  • Visual interfaces

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Software

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