In this paper we introduce PALLA, a spherical wireless input device with simple feedback capabilities to be used in video games and leisure activities. PALLA allows users to exploit their perceptual-motor skills and primarily targets people who may not be used to technologies, such as seniors. We first provide a description of the human interaction possibilities that PALLA enables, enriched by a brief presentation of the device hardware design and of the algorithmic solutions we adopted. Then, we present the results of a user study we conducted with senior players in the context of PandaGolf, a tangible video game we developed and used as a test bed, with the aim of assessing the acceptability of PALLA.

Introducing PALLA, a novel input device for leisure activities: a case study on a tangible video game for seniors

VARESANO, Fabio;VERNERO, FABIANA
2012-01-01

Abstract

In this paper we introduce PALLA, a spherical wireless input device with simple feedback capabilities to be used in video games and leisure activities. PALLA allows users to exploit their perceptual-motor skills and primarily targets people who may not be used to technologies, such as seniors. We first provide a description of the human interaction possibilities that PALLA enables, enriched by a brief presentation of the device hardware design and of the algorithmic solutions we adopted. Then, we present the results of a user study we conducted with senior players in the context of PandaGolf, a tangible video game we developed and used as a test bed, with the aim of assessing the acceptability of PALLA.
2012
4th International Conference on Fun and Games
Toulouse, FRANCE
4–6 September 2012
Proceedings of the 4th International Conference on Fun and Games
ACM
35
44
9781450315708
Input device; sphere; 4-DOF sensing; video games; Tangible User Interface; senior players; user study
Fabio Varesano; Fabiana Vernero
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2318/128173
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