Interruption and pausing of public display games

Tiare M. Feuchtner, Robert Walter, Jörg Müller
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引用次数: 4

Abstract

We present a quantitative and qualitative analysis of interruptions of interaction with a public display game, and explore the use of a manual pause mode in this scenario. In previous public display installations we observed users frequently interrupting their interaction. To explore ways of supporting such behavior, we implemented a gesture controlled multiuser game with four pausing techniques. We evaluated them in a field study analyzing 704 users and found that our pausing techniques were eagerly explored, but rarely used with the intention to pause the game. Our study shows that interactions with public displays are considerably intermissive, and that users mostly interrupt interaction to socialize and mainly approach public displays in groups. We conclude that, as a typical characteristic of public display interaction, interruptions deserve consideration. However, manual pause modes are not well suited for games on public displays. Instead, interruptions should be implicitly supported by the application design.
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公共展示游戏的中断和暂停
我们对公共展示游戏的互动中断进行了定量和定性分析,并探索了在这种情况下手动暂停模式的使用。在以前的公共展示装置中,我们观察到用户经常中断他们的交互。为了探索支持这种行为的方法,我们实现了一个带有四种暂停技术的手势控制多用户游戏。我们对704名用户进行了实地调查,并发现我们的暂停技术很受欢迎,但很少用于暂停游戏。我们的研究表明,与公共展示的互动是相当间歇性的,用户大多会中断互动以进行社交,并且主要是在群体中接近公共展示。我们的结论是,作为公共展示互动的典型特征,打断值得考虑。然而,手动暂停模式并不适合在公共场所展示的游戏。相反,应用程序设计应该隐式地支持中断。
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