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2010 IEEE Symposium on 3D User Interfaces (3DUI) (2010)
Waltham, MA
Mar. 20, 2010 to Mar. 21, 2010
ISBN: 978-1-4244-6846-1
pp: 11-14
Ryan P McMahan , Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA
Alexander Joel D Alon , Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA
Shaimaa Lazem , Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA
Robert J Beaton , Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA
David Machaj , Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA
Michael Schaefer , Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA
Mara G Silva , Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA
Anamary Leal , Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA
Robert Hagan , Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA
Doug A Bowman , Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA
ABSTRACT
Despite the gaming industry's recent trend for using ¿natural¿ interaction techniques, which mimic real world actions with a high level of fidelity, it is not clear how natural interaction techniques affect the player experience. In order to obtain a better understanding, we designed and conducted a study using Mario Kart Wii, a commercial racing game for the Nintendo Wii. We chose this platform due to its seemingly balanced design of both natural and non-natural interaction techniques. Our empirical study of these techniques found that the non-natural interaction techniques significantly outperform their more natural counterparts. We offer three hypotheses to explain our finding and suggest them as important interaction design considerations.
INDEX TERMS
nonnatural interaction techniques, natural interaction techniques, video games, gaming industry, commercial racing game, Nintendo Wii
CITATION

A. Leal et al., "Evaluating natural interaction techniques in video games," 2010 IEEE Symposium on 3D User Interfaces (3DUI), Waltham, MA, 2010, pp. 11-14.
doi:10.1109/3DUI.2010.5444727
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