Hoysniemi, Johanna, Hamalainen, Perttu, Turkki, Laura, and Rouvi, Teppo
Communications of the ACM. Jan 2005, Vol. 48 Issue 1, p44, 7 p.
Computer game, Children -- Social aspects, and Computer games -- Influence
A task undertaken with an aim to offer immersive and physically engaging alternative to traditional computer games by making use of computer vision and hearing technology is discussed. The different ways in which children helped to define and develop the control gestures for the game 'QuiQui's Giant Bounce' through traditional usability tests and Wizard of Oz (WOz) prototyping sessions is detailed.