[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-0-en-105":3,"doc-seo-201827-105":59,"doc-detail-201827-en":130},{"code":4,"msg":5,"data":6},0,"success",[7,13,18,23,28,33,38,43,48,51,55],{"id":8,"doc_module":4,"doc_module_name":9,"category_name":10,"show_sort_weight":11,"slug":12},1,"Document","Story & Novel",90,"story-novel",{"id":14,"doc_module":4,"doc_module_name":9,"category_name":15,"show_sort_weight":16,"slug":17},2,"Literature",80,"literature",{"id":19,"doc_module":4,"doc_module_name":9,"category_name":20,"show_sort_weight":21,"slug":22},4,"Exam",70,"exam",{"id":24,"doc_module":4,"doc_module_name":9,"category_name":25,"show_sort_weight":26,"slug":27},5,"Comic",60,"comic",{"id":29,"doc_module":4,"doc_module_name":9,"category_name":30,"show_sort_weight":31,"slug":32},6,"Technology",50,"technology",{"id":34,"doc_module":4,"doc_module_name":9,"category_name":35,"show_sort_weight":36,"slug":37},7,"Healthcare",40,"healthcare",{"id":39,"doc_module":4,"doc_module_name":9,"category_name":40,"show_sort_weight":41,"slug":42},8,"Research & Report",30,"research-report",{"id":44,"doc_module":4,"doc_module_name":9,"category_name":45,"show_sort_weight":46,"slug":47},9,"Religion & Spirituality",20,"religion-spirituality",{"id":46,"doc_module":4,"doc_module_name":9,"category_name":49,"show_sort_weight":46,"slug":50},"World Cup","world-cup",{"id":52,"doc_module":4,"doc_module_name":9,"category_name":53,"show_sort_weight":52,"slug":54},10,"Lifestyle","lifestyle",{"id":56,"doc_module":4,"doc_module_name":9,"category_name":57,"show_sort_weight":24,"slug":58},19,"General","general",{"code":4,"msg":60,"data":61},"ok",{"site_id":62,"language":63,"slug":64,"title":65,"keywords":66,"description":67,"schema_data":68,"social_meta":123,"head_meta":125,"extra_data":127,"updated_unix":129},105,"en","full-body-gestures-enhancing-a-game-book-for-interactive-story-telling","Full Body Gestures Enhancing a Game Book for Interactive Story Telling","","Game books enable well-written but non-linear narratives where readers must decide how to proceed after each passage, making them a natural basis for interactive storytelling research. Maintaining player motivation until the next intervention is difficult, so the study evaluates decision-process implementations using speech input with 26 participants in a two-player scenario. Omitting on-screen prompts reduced usability while increasing interaction, and adding Quick Time Events improved interactivity.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/full-body-gestures-enhancing-a-game-book-for-interactive-story-telling/201827/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/full-body-gestures-enhancing-a-game-book-for-interactive-story-telling/201827.png","ImageObject",300,407,{"name":92,"@type":93},"\tWilliam","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-23","2026-09-04",true,{"@type":102,"interactionType":103,"userInteractionCount":52},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"Why are game books relevant for interactive storytelling scenarios?","Question",{"text":112,"@type":113},"Game books provide non-linear stories where readers make choices after reading each passage, which aligns with interactive storytelling interaction needs.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"What impact did removing the on-screen prompt have?",{"text":117,"@type":113},"With the on-screen prompt omitted, the application became less easy to use but produced considerably more user interaction.",{"name":119,"@type":110,"acceptedAnswer":120},"How were Quick Time Events implemented and evaluated?",{"text":121,"@type":113},"Different QTE versions were implemented using Full Body Tracking with Microsoft Kinect and tested with another 18 participants in a two-player scenario.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},201827,1788539089,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":52,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":129,"read_time":41,"preview_page_count":4},5909887254083,"https://ap-avatar.wpscdn.com/davatar_276721f389ce27ea32af1340a28f341c","Full Body Gestures Enhancing a Game Book for Interactive Story Telling  \nFelix Kistler, Dominik Sollfrank, Nikolaus Bee, and Elisabeth André  \nHuman Centered Multimedia, Augsburg University, Universitätsstr. 6a, D-86159 Augsburg, Germany {kistler,bee,[andre}@hcm-lab.de](andre}@hcm-lab.de)  \n[http:/www.hcm-lab.de](http:/www.hcm-lab.de)  \nAbstract. Game Books can oﬀer a well-written, but non-linear story, as readers always have to decide, how to continue after reading a text passage. It seems very logical to adopt such a book to investigate interaction paradigms for an interactive storytelling scenario. Nevertheless, it is not easy to keep the player motivated during a long-winded narrated story until the next point of intervention is reached. In this paper we tested diﬀerent methods of implementing the decision process in such a scenario using speech input and tested it with 26 participants during a two player scenario. This revealed that with an omitted on-screen prompt the application was less easy to use, but caused considerably more user interaction. We further added additional interactivity with so-called Quick Time Events (QTEs) . In these events, the player has a limited amount of time to perform a speciﬁc action after a corresponding prompt appeareson screen. Diﬀerent versions of QTEs were implemented using Full Body Tracking with Microsoft Kinect, and were tested with another 18 participants during a two player scenario. We found that Full Body Gestures were easier to perform and, in general, preferred to controlling a cursor with one hand and hitting buttons with it.  \n1 Introduction  \nWith the release of the Kinect sensor1 , Microsoft has made depth sensors easily available for every home. This makes it possible to take the next step in humancomputer interaction by using Full Body Gestures and Movements. However, it is a challenging task to apply this new way of interaction and to ﬁnd possibilities for oﬀering a good user experience and usability along with it.  \nIn this paper we use the Kinect sensor to provide diﬀerent types of interaction for our interactive storytelling scenario adopting parts of the story of the game book “Sugarcane Island” by Edward Packard [10] .  \n1 [http://www.xbox.com/kinect](http://www.xbox.com/kinect)  \n208  \nVarious approaches for providing innovative interaction modalities in interactive storytelling have been investigated in the past. Some of these are described by way of illustration below, though none of them uses Full Body Interaction. Cavazza and colleagues presented an interactive storytelling system[3] where the user can inﬂuence the story by speaking to and giving advice to a virtual character, such as “don’t be rude”. They therefore have speech recognition that uses template matching.  \nFaç ade is a well-known interactive drama by Michael Mateas and Andrew Stern [8] . The user can interact by typing any kind of text message on the keyboard. Façade was further evolved further to an augmented reality version, additionally implementing speech recognition with a Wizard-of-Oz setting to provide a more natural interaction [4] .  \nProject Geist is an augmented reality storytelling system [2], where users can perform gestures on a magic wand and speaking basic sentences that are recognized by the system.  \nTo our knowledge, there have as yet been no scientiﬁc studies about the application of QTEs. However, good examples of games where there is extensive use of QTEs are Fahrenheit (Indigo Prophecy) and Heavy Rain from the games developer Quantic Dream [12] . To implement the QTEs, they use mouse gestures and keyboard input on the PC. On the game console, they use button and analog stick input, together with gestures performed on a game pad with anaccelerometer. This means that the user is required to perform abstract actions or gestures on a controller in opposite to our implementation of QTEs.  \nThe Kinect games currently available on the Xbox console mainly comprisesport and ﬁtness ga","cbCaijhGPojQNAaw","https://ap.wps.com/l/cbCaijhGPojQNAaw","pdf",364317,12,"English","# Introduction\n## Background and Related Work\n# Application and Methods\n## Story Setup\n## Interaction Types (Speech and QTEs)","[{\"question\":\"Why are game books relevant for interactive storytelling scenarios?\",\"answer\":\"Game books provide non-linear stories where readers make choices after reading each passage, which aligns with interactive storytelling interaction needs.\"},{\"question\":\"What impact did removing the on-screen prompt have?\",\"answer\":\"With the on-screen prompt omitted, the application became less easy to use but produced considerably more user interaction.\"},{\"question\":\"How were Quick Time Events implemented and evaluated?\",\"answer\":\"Different QTE versions were implemented using Full Body Tracking with Microsoft Kinect and tested with another 18 participants in a two-player scenario.\"}]","Full Body Gestures Enhancing a Game Book for Interactive Story Telling | PDF"]