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Sony EyeToyTM: Developing Mental Models for 3-D Interaction in a 2-D Gaming Environment

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Computer Human Interaction (APCHI 2004)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 3101))

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Abstract

The Sony EyeToyTM is a webcam attachment for the Playstation2 (PS2) gaming console. The EyeToyTM places a user’s mirror image on a television screen while it detects their movements in order for them to manipulate objects and characters within a game. Although EyeToyTM is immediately popular due to the novelty of interaction, users often have trouble forming a mental model of how to manipulate their own image in a 2-dimensional (2-D) 3rd person gaming scenario. Multiplayer testing sessions were carried out to explore the impact that a game’s theme and a user’s age and previous gaming experience would have on how users initially cope with this form of gaming interaction. A lack of tangible feedback and unrealistic game scenarios were the main hindrances to users reconciling the fact that they were in a 3-dimensional (3-D) space but had to behave as 2-D characters.

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© 2004 Springer-Verlag Berlin Heidelberg

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Demming, G. (2004). Sony EyeToyTM: Developing Mental Models for 3-D Interaction in a 2-D Gaming Environment. In: Masoodian, M., Jones, S., Rogers, B. (eds) Computer Human Interaction. APCHI 2004. Lecture Notes in Computer Science, vol 3101. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-27795-8_58

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  • DOI: https://doi.org/10.1007/978-3-540-27795-8_58

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-22312-2

  • Online ISBN: 978-3-540-27795-8

  • eBook Packages: Springer Book Archive

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