Some games provide both traditional board games and digital versions at the same time in the market. Why the rise of virtual games has not forced traditional physical board games to disappear? Do traditional physical games evoke different emotional reactions and interpersonal relationships? This article explored the subjects' preferences toward traditional and digital versions of the same game and investigated social interaction while playing games. Based on Norman's three emotional design levels-visceral, behavioral, and reflective levels-this study examined players' satisfaction degree. This study also applied Positive and Negative Affect Schedule to measure subjects' emotional reactions. Monopoly and Jenga games were selected as stimuli. A total of 77 subjects received tests of three different interface formats (physical, desktop, and tablet) and then filled out the questionnaire. The findings successfully evidenced the significant differences between digital and traditional board games. The statistical results indicated that satisfaction degrees of digital games declined in visceral, behavioral, and reflective levels. Traditional games not only evoked users' stronger emotional reactions but also received higher preferences. Traditional games could improve interpersonal relationships as well.
This research paper presents the design and user evaluation of an add-in software program referred to as Organic Bookmark Management (OBM). This system will complement the Bookmark and History functions by enabling users to navigate more efficiently using organic visual graphical cues. The findings from formative user studies conducted by this research have defined web usage and analysis of web browsing in terms of navigation patterns. Evaluation of the OBM alternative to the normal "hub and spoke" navigation structure of traditional Bookmarks and History functions will be conducted. The main difference between this schema and conventional designs is that it maintains a complete and consistent visual display of previously bookmarked and visited pages based on an organic metaphor. Implementation decisions and present results of usability studies in which we deploy the prototype are discussed. The results show that OBM brings qualitative improvement to the browsing experience of users.
This paper presents a study into music analysis, motion analysis and the integration of music and motion to form natural human motion in a virtual environment. Motion capture data is extracted to generate a motion library; this places the digital motion model at a fixed posture. The first step in this process is to configure the motion path curve for the database and calculate the possibility that two motions were sequential through the use of a computational algorithm. Every motion is then analyzed for the next possible smooth movement to connect to, and at the same time, an interpolation method is used to create the transitions between motions to enable the digital motion models to move fluently. Lastly, a searching algorithm sifts for possible successive motions from the motion path curve according to the music tempo. It was concluded that the higher ratio of rescaling a transition, the lower the degree of natural motion.
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