Abstract
This chapter is dedicated to the use of motion-sensing controllers in video games, with particular attention to gameplay mechanics that link body movement, sound, an music. First, we present a review of the state of the art. This includes an overview of recent motion controllers describing the different motion-sensing technologies employed and the implications such technologies have on game design and gameplay. This is followed by a set of examples of relationships between motion control, sound, music, and gameplay mechanics in recent video games. Secondly, we present a survey on recent research in expressive movement analysis and motion-based interaction, introducing the concepts of motion descriptor and parameter mapping. We then report on two serious games designed for children affected by autism using full-body motion capture and emotion recognition, and studies of player engagement in motion-controlled video games. In light of the interdisciplinary research presented, we finally discuss perspectives for motion-based game design.
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Notes
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This calibration procedure suggests that direction tracking is achieved by using drift-corrected orientation data obtained from the built-in IMU. A similar calibration procedure was previously used also in games employing the Wii MotionPlus expansion for the Wii Remote.
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From the video trailer of the game (at 00:13) on Die Gute Fabrik Vimeo channel: https://vimeo.com/31946199.
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Visi, F., Faasch, F. (2018). Motion Controllers, Sound, and Music in Video Games: State of the Art and Research Perspectives. In: Williams, D., Lee, N. (eds) Emotion in Video Game Soundtracking. International Series on Computer Entertainment and Media Technology. Springer, Cham. https://doi.org/10.1007/978-3-319-72272-6_8
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