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Kidz Korner A Gesture-Based Immersive Environment Geneviève Bertrand Jonathan Gravel-Guérin Patricia Pinard Tuesday April 6, 2004
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1. Introduction Kidz Korner is an interactive adventure story using gesture-based interactions. Purpose Use a computer-augmented environment to enhance children’s imagination and coordination Scope Research and entertainment
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2. Existing Systems KidsRoom Disney’s Aladdin
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3. Design Criteria A beginner user should: Locate the right on-screen keys at their second visit Bypass 75% of the obstacles at their second visit Make less then 3 gesture errors Succeed in completing the adventure at their second visit
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4. Storyboard Initial Design Decisions Feedback Crouching gesture Buttons location Repeat the tutorial
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5. Prototype First Computer Prototype
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5. Prototype Feedback From Choreography Assistant Strengths Simple gestures Adequate representation of time Control of the game Tutorials Weaknesses Lack of context User’s progress not visible No option to restart a new game No confirmation upon exit
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6. Alpha System
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Feedback on the Alpha System Strengths Tutorials Shortcut to skip the tutorial Confirmation messages Weaknesses Lack of feedback on gestures Inconsistency in buttons’ appearance
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7. Beta System Implementation in the SRE lab Gesture-based interface
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7. Beta System Known Limitations Tracking of the vertical (y) coordinate Usage Scenario Video demonstration
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8. Future Improvements A step further... Enhanced graphics Better interaction between children and the system
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9. Conclusion Design Techniques Iterative process User-centered design HCI Principles Error prevention Visibility of system status (feedback) Consistency
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9. Conclusion Questions ?
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