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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>St. Pölten,
Austria</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>HETZI - Jump and Run: Development and Evaluation of a Gesture Controlled Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Maximilian Schmidt</string-name>
          <email>maximilian.schmidt@hs-ansbach.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cornelius Pöpel</string-name>
          <email>cornelius.poepel@hs-ansbach.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Applied Sciences Ansbach</institution>
          ,
          <addr-line>Ansbach, 91522</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <volume>2</volume>
      <fpage>4</fpage>
      <lpage>11</lpage>
      <abstract>
        <p>In this paper an interactive game is described, that has been developed for a company using new technologies for raising awareness at job fairs. An already existing framework of a game terminal for job fairs is used. The corporate identity, the content of the advertised job, but also the attraction of a young and technologically interested audience is combined in a game in order to develop an interactive experience that is easy to grasp, raises awareness for the company and is fun to play. Within the gesture controlled Jump and Run game, the audience accompanies the character “Hetzi” through the guts of a colocation centre, avoiding hazards and animating the player to move in order to win, the company's vision of a modern communication strategy became true. After describing the idea and implementation an evaluation of the game is presented. Due to the results and implemented improvements the company is convinced and the game will be used in future job fairs.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>At job fairs companies generally try to catch the
attention of the visitor and want to be remembered by
potential future apprentices. In order to achieve this
goal for a company providing hosting solutions and
being an experienced data centre operator a gesture
controlled Jump and Run game was developed. It was
implemented on an already existing terminal designed
by Fliehr [Fli15], which consists of a Windows
Computer running Max 7, a Full HD display in portrait
orientation and some additional hardware. The Jump
and Run game replaced a version of Tetris in the
original terminal application and had to be integrated
seamlessly into an existing Max 7 environment,
Copyright © by the paper’s authors. Copying permitted only for private
and academic purposes.
guaranteeing that all other features of the application
kept working.</p>
      <p>The game was tested and evaluated against four
hypotheses in order to be able to figure out weaknesses
and strengths of the game and to be able to improve it
with respect to the use at job fairs. The hypotheses were
defined in a way allowing to figure out whether the
game will contribute to the company’s overall
appearance at fairs. Subsequently final adjustments to
further improve the game were made.</p>
      <p>Especially in the context of a job fair it is important
for a company to be remembered by the visitors. Past
experience shows that usually exhibitors do not rely on
Jump and Run games for marketing purposes.
Therefore it should serve the purpose of becoming a
more recognizable brand and helps to make the
appearance more memorable. Thus hypothesis one
focuses the question whether the player will associate
the game with the company in case the game occurs
within the company’s working environment and the
player becomes aware of that.</p>
      <p>Hypothesis two: If the sound matches the events on
the screen, the sound might contribute to the overall
gaming experience and enjoyment.</p>
      <p>Hypothesis three: If the controls of the game are
simple and intuitive or at least easy to describe and
comprehend, the player is able to play the game
instantly and without time consuming explanations.
This would contribute to making a fast impression on
visitors, who usually only spend little time at each
single stand of an exhibition.</p>
      <p>Hypothesis four: If the complexity of the game is
increasing in correlation with the amount of time the
player is investing, it equally suits both new and more
experienced players.</p>
    </sec>
    <sec id="sec-2">
      <title>2 Related Work</title>
      <p>Fliehr describes how the single components of the
underlying terminal are arranged and function.
Moreover, he suggests improving the integrated camera
based tracking system and a further enhancement of the
brick-based game [Fli15]. Since the version of Tetris
and the camera based system were removed, there was
no need to consider these improvements.</p>
      <p>Lubitz and Krause [Lub12] proved that even if input
methods for controlling a Jump and Run game
character are considered easy by a very small group of
persons, a large group of players may consider the
controls too demanding. This emphasizes the
importance of usability testing and the necessity of a
very simple interaction.</p>
      <p>Trepte et al. [Tre11] examined the relation of player
performance, game-related self-efficacy experience and
the enjoyment of the gaming within an equation. Their
study reveals that player performance has a significant
influence on game enjoyment. This relation has to be
balanced accordingly in order to create an enjoyable
experience for both beginners and advanced players.</p>
      <sec id="sec-2-1">
        <title>3 Method</title>
        <p>The Jump and Run game was developed in close
collaboration with the company. Each step of the
development process was shown to the company in
order to guarantee the game is tailored according to the
company’s vision. After the game requirements had
been specified, the game design, sound and controls
were developed. Finally the game was implemented on
the actual terminal and evaluated.</p>
        <p>The evaluation practice consisted of a two step
process. During and after the usability test, the
participant took part in a narrative interview.
Afterwards a questionnaire was filled in by the
participant, ensuring the systematic survey of the
overall impression of the game. .</p>
        <p>The questionnaire was comprised of 19 questions,
by which the participants were asked to either rate on a
scale from one to five, fill in text or tick a checkbox.</p>
        <p>Further insights were gained by the live feedback of
the participants while playing the game and the
statements they made without prior request.</p>
        <p>Ten persons participated in the survey. Most of them
were employees of the company the game was designed
for. All other participants were been given a short
outline of the company.</p>
      </sec>
      <sec id="sec-2-2">
        <title>4 Implementation</title>
        <p>The usability test was performed with each
participant individually, during which the participants
were standing roughly one meter in distance from a
screen in front of a Leap Motion controller installed at
hip height. After a short introduction to the terminal
and how the test had to be performed, the start-screen
of the game was presented to the participant.</p>
        <p>Followed by an initial instruction of how to play the
game by the supervisor the participants were asked to
play and explore the game by themselves for a period
of at most ten minutes. If a user had any questions,
during gameplay, they were answered and used to start
a short conversation in order to gain further
information.</p>
        <p>Once the participants finished playing, they
anonymously filled in the questionnaire.</p>
      </sec>
      <sec id="sec-2-3">
        <title>5 Development</title>
        <p>The following specifications were outlined at the
beginning of the development process:
- The game consists of one endless level,
dynamically and randomly put together.
- The speed of the game and of the character
increases continuously throughout the game to
increase the challenge (which is important to
maintain motivation [Har10]).
- Different kinds of obstacles appear randomly.
- The game ends as soon as the character
collides with an obstacle and can be restarted
multiple times.
- The character is controllable via a simple hand
gesture recognized by a Leap Motion
controller.
- An 8-bit style melody is playing when the
game has started.
- The game is running in an existing Max 7
environment of the terminal.</p>
        <p>The storyline of the game follows an employee who has
to fix a broken server at the other end of a colocation
centre. On his way through the colocation centre he
needs to avoid colliding with obstacles in his path.
5.1 Design</p>
        <p>The overall design is kept very basic in a “flat”
design in order to match with the existing design of the
other terminal application and to create a modern,
suitable and “clean” look. The game is kept
twodimensional, which lowers the barrier for people who
only play occasionally as it creates a feeling of control.
[Gan16]</p>
        <p>After designing all the single visual components of
the game, a sprite sheet was generated1. This helped to
further reduce the needed resources, improve
performances and allowed for quick and small
adjustments of the design.</p>
        <sec id="sec-2-3-1">
          <title>5.1.1 Game character</title>
          <p>The game character (“Hetzi”) shows a somewhat
stereotypical employee of the company. “Hetzi” is
wearing “nerdy” glasses, has an inconspicuous haircut,
is wearing a black shirt with the company’s logo, which
is represented by the red “H” and carries a toolbox with
the utensils he needs in order to repair a broken server.
“Hetzi’s” appearance wilfully plays with the
widespread notion of the portrayal of an IT-technician
(although many might disagree with this
representation).</p>
          <p>To make him look a little more innovative and
futuristic he is surfing on a hoverboard instead of just
running through the colocation centre.</p>
        </sec>
        <sec id="sec-2-3-2">
          <title>5.1.2 Obstacles</title>
          <p>There are three different kinds of obstacles inspired by
real objects, which can be found in a data centre
1 Sprite sheet: An image containing all images used in the
game</p>
          <p>The first types are servers that are modelled in two
different sizes. Both servers have the same width but
differ in height. The servers are standing on the floor
and the character has to avoid a collision with them by
jumping.</p>
          <p>The second types of obstacles are cables, which (in
spite of the usual safety regulations) are hanging from
the ceiling and creating a danger for “Hetzi”, if he
jumps into them.</p>
          <p>The third type represents a hacker attack pictured
symbolically as a virus. The virus obstacle spawns
randomly at one of three predefined heights making it
more difficult to avoid a collision with them and creates
more diversion.</p>
        </sec>
        <sec id="sec-2-3-3">
          <title>5.1.3 Setting</title>
          <p>The scene of the game shows a colocation centre
which is similar to one of the company’s (most
probably without the hazardous surrounding). One of
the special features set in the background is a diagonal
ceiling supporting an energy efficient air circulation
which is why this feature is represented in the design of
the setting. Furthermore there are servers, not too
similar to the obstacles, standing in the background in
addition with the company’s logo on the wall.</p>
          <p>Obstacles are either standing on the grey floor
(servers), hanging from the ceiling (cables) or flying
somewhere in between (viruses).</p>
          <p>The character has a fixed x-Position (horizontal) and
a controllable y-Position (vertical) to allow him to
jump. If the character is not jumping he is hovering in a
sinusoidal movement above the floor.
5.1.4 Score
The current score and the high score are displayed
close to the top-right corner of the game’s canvas. The
high score is indicated by “HI” and the current score
updates in real-time while playing.</p>
          <p>Three events result in a sound aiming to create a
more interactive gaming experience:
- The start of a jump of the character.
- Reaching a multiple of 100 points.</p>
          <p>- A collision of the character and an obstacle.</p>
          <p>Moreover a background soundtrack starts every time
the game begins. The soundtrack is an 8-bit sound file,
which is supposed to be reminiscent of the sound
design of older 8-bit-platform games such as Super
Mario Bros. ®.
5.3 Controls</p>
          <p>In order to keep the control as easy as possible only
one action can be triggered by the player: The jump.
This jump of the character is triggered by a swipe-up
with either the right or left hand of the player within the
interaction area of the Leap Motion controller.</p>
          <p>If the Leap Motion recognizes a swipe-up the y-axis
variable increases. If a certain threshold is reached the
jump starts. The threshold guarantees that the jump
isn’t triggered by accident, allowing the player to
slightly move their hand without affecting the game.
Since the learning curve appears to be very gentle, the
game offers entertainment for all possible user groups.
5.4 Software development</p>
          <p>The software development process started with the
analysis and the adjustment of the pre-existing terminal
application. The new game logic was then implemented
in JavaScript and integrated in the Max 7 environment,
followed by the integration of the Leap Motion
Controller into Max 7.
5.4.1 Initial situation
The initial application consisted of:
- The start screen,
- A menu to choose one of two games,
- The Tetris-clone,
- Numberquiz (a game where you have to
convert decimal into binary numbers and plug
the number with network-cables in a switch
with the upper row representing ones and the
lower row zeros as fast as possible),
- A photograph of the player, taken by an
attached webcam and printed together with the
time from the Numberquiz</p>
          <p>The navigation of the application was achieved by
holding physical Tetris-bricks with a fiducial mark into
the field of view of the installed camera. The camera
then tracked the fiducial mark and translated the
information into the desired output.
5.4.2 Programming Environment Max 7
The Jump and Run game was added to the pre-existing
software whilst all other features had to remain
working. The navigation links were adjusted
accordingly.</p>
          <p>To navigate through the application the Leap Motion
was introduced. As there is a maximum of two
navigational options on each screen one option is
triggered by clenching a fist with the left hand for a
short amount of time while the other option is triggered
by holding a fist with the right hand.</p>
          <p>The layout of all the screens has been adjusted to
take advantage of the full resolution of the terminal’s
screen (1080*1920px).
5.4.3 JavaScript in Max 7</p>
          <p>For a Jump and Run game the “JSUI-object” fits
best which is the equivalent within the Max framework
to the Canvas-element in HTML (Cyc16). The
JavaScript code updates the position of the background,
the character and the obstacles every frame. Then all
the elements on the canvas are cleared and redrawn
with their new positions.</p>
          <p>The character has a fixed x-Position creating the
illusion of a forward movement by decreasing the
xPosition of all other elements. The hovering of the
character is created by updating its y-Position. It
increases until it reaches an upper threshold and then
decreases until it reaches the lower threshold. When a
jump is triggered the y-Position is updated in regard to
the existing thresholds.</p>
          <p>Initially six random obstacles are created. If an
obstacle’s x-Position is lower than zero minus the
obstacle’s width, it is removed and a new obstacle is
created. The x-Position becomes then the x-Position of
the prior obstacle plus its width and an additional
random gap. The virus obstacle can only be created if
the speed, which increases throughout the game, has
exceeded a certain limit, since it is the most difficult
obstacle to avoid a collision with.</p>
          <p>The collision detection validates if:
- the character’s x-position is smaller than the
obstacle’s x-position plus its width
and
- the character’s x-position plus its width is
greater than the obstacle’s x-position
and
- the character’s y-position is smaller than the
obstacle’s y-position plus its height
and
- the character’s y-position plus its height is
greater than the obstacle’s y-position</p>
          <p>If all conditions are met, it returns a collision and the
game state is set to game over.</p>
          <p>The background consists of two parts. If the first
part’s x-position is smaller than zero minus its width, it
receives a new x-position which is the second
background’s x-position plus its width.</p>
          <p>The current score is constantly increasing. If the
current score modulo 100 is zero the achievement
sound is played. If the game state is set to game over
and the current score is higher than the high score, the
high score gets updated.</p>
          <p>If the game state is set to game over, the game
frames and the update cycles stop. If the game is then
restarted everything besides the high score is set to the
initial values and the game begins again.</p>
          <p>If you are using “this.” in JavaScript as you usually
would, problems can occur as Max sometimes falsely
seems to relate “this.” to the JSUI-object in your patch.
This can lead to errors in the code, shown by the
console or to unexpected behaviours of the game.
Therefore you should avoid using “this.” or you would
have to double-check each occurrence of “this.” to
make sure it is working the way you need it to.
5.4.4 Leap Motion integration in Max 7</p>
          <p>Using the “leapmotion-object” by Jules Francoise
[Fran14] the integration of the Leap Motion Controller
is straightforward. The object extracts all the tracking
data from the Leap Motion and utilizes it in the relevant
Max-Patch.</p>
          <p>To navigate through the application the grab strength
of both hands is evaluated. If it is found to be higher
than a threshold, a variable is increased; if it is lower
the value of the variable is set to zero. The navigational
option is triggered if the variable reaches a threshold.
Additionally, the confidence (a probability value of the
placement of an object) of each hand must be
evaluated, since the “leapmotion-object” keeps the last
known value of the grab strength stored and does not
reset it when the tracked object is moved out of the
interaction area. While the user moves his hand to the
edges of the interaction area, the confidence decreases
allowing the program to detect the possible leave of the
users hand and therefore is able to set the value of the
relevant variable to zero.</p>
          <p>To provide a visual feedback to the user a loading
bar beneath the navigational option continues to fill
while the user is holding a fist. By that way the user is
able to experience how long to hold the fist and when
to open the hand again.
6 Evaluation</p>
          <p>The results of the evaluation were split into four
parts:
- Design.
- Gameplay.
- Overall.</p>
          <p>- Improvements.</p>
          <p>The participants surveyed helped in identifying
major bugs as well as receiving an overall first
impression from the users. The study was not designed
with the goal to generate statistically exact
measurement results on an overall user experience but
to see tendencies in the user experience with respect to
the hypotheses and the aims of the development. Thus
the graphs in the following represent the results
according to the answers of the participants and are
used here as a means of users tendencies in the
perception of the game.</p>
          <p>Eight out of the ten participants were male. The
average age throughout the group was 24.4 years. Two
of them had prior experience with a Leap Motion
controller. Only one person had never played a Jump
and Run game before. At the time of the survey, eight
of the ten participants were working at the company the
game was designed for.
6.1 Design</p>
          <p>Being asked what the character represented, 90%
recognized the character as a stereotypical employee of
the company. 60% identified his means of
transportation as a hoverboard. Even though 40% did
not, only one participant wondered why the character
was hovering over the floor and thought it to be a
“carpet-like thing” out of Aladdin’s tales. All
participants identified the background as a colocation
centre. With all above mentioned characteristics the
participants were asked to fill in the blank text. Rating
on a scale from 0 (not at all) to 5 (fully agreed) the
participants agreed that the character as well as the
setting suited the company’s conception and image.
5
4
3
2
1
0
The overall design was rated 4.1 out of 5 points.</p>
          <p>Some of the participants were not sure if the servers
in the background of the game were obstacles. At first
they had trouble distinguishing the obstacle servers
from the background servers. However, after a short
period of playing the game this problem disappeared.
Nevertheless, the background was adjusted in order to
address this problem.
6.2 Gameplay
6.2.1 Sound</p>
          <p>The sound was perceived as either supporting or
disturbing. The participants, who perceived the sound
as disturbing, agreed on the fact, that the game should
contain sound, but they were displeased with the
chosen song.</p>
          <p>All participants agreed that the sounds for jumping
and a collision were fitting and enhanced the quality of
feedback.
6.2.2 Controls</p>
          <p>On a scale where 3 represented “just right” the swipe
up was considered neither as very simple nor as
complicated. Most participants said it was rather
intuitive and fast to learn.</p>
          <p>At first the results were quite surprising, because a
swipe up did not seem to be challenging at all. The
problem most participants experienced resulted from
the narrow tolerance range of the Leap Motion
controller, which often failed to recognize the
movement as a swipe up. Several reasons could be
identified. In case the movement was carried out too
slow, the participants were able to quickly adapt the
movement. However, in case the participants hand had
left the interaction area, the participants were not able
to realise this and therefore could not adjust their
motions accordingly. For that reason further
adjustments had to be made to the game (6.4
Improvements).</p>
          <p>Despite the difficulties, the participants rated the
gameplay 3.8 out of 5 points. This result was used to
slightly adjust the game-controls in order to strengthen
the gameplay.
6.2.3 Obstacles
Regarding the obstacles, the results of the survey
showed, that the participants were content with the
amount of obstacles in the game and the positioning of
these obstacles as well as the level of challenge for
beginners and experienced players. They were asked to
rate on a scale from 0 (too few / small / easy) to 3 (just
right) to 5 (too many / big / difficult).
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          <p>We found that it is rewarding to conduct small
adjustments to the individual proportions of the visual
elements. The ratio between the character’s height, the
possible jump height, the obstacle’s width and height as
well as the period of appearance of the obstacles and
the speed of the game have to be treated carefully.
6.3 Overall
The participants of the study expressed that the game
suited the company very well. Despite some
weaknesses they rated the overall game 4.2 out of 5
points.</p>
          <p>Considering the difficulties some of the users
experienced, this appeared to be a surprisingly high
rating, which indicates a possible potential of the game.
6.4 Improvements
After the evaluation, the following improvements were
made. The difference between foreground and
background was emphasized by slightly desaturating
and blurring the background.</p>
          <p>The threshold for triggering a jump was lowered.
Therefore a jump is triggered faster and easier.</p>
          <p>A small green box was included to indicate if the
left, right or both hands are within the interaction area
of the Leap Motion controller. This should serve as a
permanent feedback for the user and makes it easier to
avoid mistakes.</p>
          <p>Not yet implemented but possible improvements:
- Building a physical boundary for the
interaction area of the Leap Motion.
- Replacing the 8-bit song with a more popular
melody.</p>
          <p>For further adjustments the game would need to be
retested by a broader audience at an exhibition where
the terminal shall be displayed.
7 Conclusion
Hypothesis one: The participants did associate the
game with the company and responded that it was a
“very good” suit for the company. We believe that this
is mostly the result of the design of the character, the
obstacles and the environment the game plays in.</p>
          <p>Hypothesis two: For the participants of the study
sound played an important role in making the game
enjoyable. Even if the sound does not match with the
player’s idea of a suitable music, participants indicated
that it contributes to the overall gaming experience and
enjoyment.</p>
          <p>Hypothesis three: If the controls of the game are
simple and intuitive, participants were able to instantly
play the game. Two of the participants came back after
the usability test and still remembered the gesture. We
conclude that once an intuitive gesture is performed a
few times, it will not be forgotten quickly and the game
can be enjoyed more easily.</p>
          <p>Hypothesis four: As the game becomes more
difficult the longer it runs, newbies as well as more
experienced participants enjoyed the game. The only
difference seemed to be that more experienced
participants made faster progress in the game and
reached a higher speed in fewer attempts.
8 Prospect</p>
          <p>As mentioned in section 6.4. a retest within the
framework of an exhibition or ideally a job fair
including a bigger number of participants of the target
group is a future project to be undertaken.</p>
          <p>According to our experience the most important part
of making a gesture-controlled Jump and Run game
enjoyable is to give the user constant feedback about
the precision of the applied gesture. This should be
done through the interface the user sees on the screen
rather than a person who constantly has to correct the
player’s movement.</p>
          <p>Especially building a physical boundary to indicate
the interaction area of the Leap Motion controller
would be a great benefit for any gesture controlled
application.</p>
          <p>As the Jump and Run game is mostly written in
JavaScript it could be adapted to be used on the
company’s website or implemented as a smartphone
app – which three participants of the usability test also
suggested.</p>
          <p>Developing a lightweight casual game with easy
controls can be a great benefit for a company. It
increases the attractiveness of an exhibition stand and
can be used as a giveaway in the form of a smartphone
app enhancing a company’s impact on future applicants
and raising memorability.</p>
          <p>A possible future improvement on the overall
experience would be the implementation of a persistent
high score list.</p>
          <p>Furthermore it would be interesting to implement
different input methods for the jump like a Wii balance
board or a Kinect camera recognising a jumping user or
just a simple enter key.</p>
        </sec>
      </sec>
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