TY - GEN
T1 - Hand Gesture Based Gameplay with a Smoothie Maker Game Using Myo Armband
AU - Sharma, Sudhir
AU - Steuber, Volker
AU - Amirabdollahian, Farshid
N1 - Publisher Copyright:
© 2019, Springer Nature Switzerland AG.
PY - 2019
Y1 - 2019
N2 - Serious games have the potential to guide the relearning process via encouraging and motivating meaningful interaction. This paper focused on assessing the feasibility of gameplay by performing hand gestures using an off the shelf myoelectric armband to make smoothies in a functional game. The game was designed in Unity3D and interfaced with the wireless Myo Armband as an input device for performing the tasks in game. Based on earlier work on feasibility of incorporating machine-learning based gesture recognition, cylindrical, spherical, and tripod grasps were incorporated into the game. Smoothie Maker game was designed with two versions Game-A & Game-B. Participants, (n=20), were randomly assigned to an AB or BA group which differs in order of gameplay for the two games. After playing each game, participants offered their insights using the Intrinsic Motivation Inventory (IMI). The results featured multiple parameters including score, time to pick, idle time, as well as gesture recognition accuracy for both game versions. Most outcomes indicated that games A and B did not have a statistically significant difference, but when comparing using gesture accuracy, the two game differed slightly with statistical significance. Analysis of the qualitative IMI survey did not provide a significant difference between the two game versions. Conclusions are drawn from our findings towards improving the games and their recognition accuracy, highlighted for our future work.
AB - Serious games have the potential to guide the relearning process via encouraging and motivating meaningful interaction. This paper focused on assessing the feasibility of gameplay by performing hand gestures using an off the shelf myoelectric armband to make smoothies in a functional game. The game was designed in Unity3D and interfaced with the wireless Myo Armband as an input device for performing the tasks in game. Based on earlier work on feasibility of incorporating machine-learning based gesture recognition, cylindrical, spherical, and tripod grasps were incorporated into the game. Smoothie Maker game was designed with two versions Game-A & Game-B. Participants, (n=20), were randomly assigned to an AB or BA group which differs in order of gameplay for the two games. After playing each game, participants offered their insights using the Intrinsic Motivation Inventory (IMI). The results featured multiple parameters including score, time to pick, idle time, as well as gesture recognition accuracy for both game versions. Most outcomes indicated that games A and B did not have a statistically significant difference, but when comparing using gesture accuracy, the two game differed slightly with statistical significance. Analysis of the qualitative IMI survey did not provide a significant difference between the two game versions. Conclusions are drawn from our findings towards improving the games and their recognition accuracy, highlighted for our future work.
KW - Hand gestures
KW - Serious games
KW - Smoothie maker game
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85076528837&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-35888-4_36
DO - 10.1007/978-3-030-35888-4_36
M3 - Conference contribution
AN - SCOPUS:85076528837
SN - 9783030358877
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 388
EP - 398
BT - Social Robotics - 11th International Conference, ICSR 2019, Proceedings
A2 - Salichs, Miguel A.
A2 - Ge, Shuzhi Sam
A2 - Barakova, Emilia Ivanova
A2 - Cabibihan, John-John
A2 - Wagner, Alan R.
A2 - Castro-González, Álvaro
A2 - He, Hongsheng
PB - Springer Nature Link
T2 - 11th International Conference on Social Robotics, ICSR 2019
Y2 - 26 November 2019 through 29 November 2019
ER -