twice using the available interfacing methods. During
the gaming process both hedonic and pragmatic qual-
ity measures of the test subjects have been monitored
and analyzed using subjective and objective assess-
ment methods.
Using the subjective evaluation method of a ques-
tionnaire designed as an AB experiment, significantly
more test subjects chose the Kinect
R
interface as the
most entertaining, compared to the gamepad inter-
face. In terms of pragmatic quality, significantly more
test subject chose the Kinect
R
interface as easier to
learn to use, compared to the gamepad interface. Fur-
thermore, an objective evaluation method was applied
by analyzing the facial expressions of the test sub-
jects. The result was that the test subjects had signif-
icantly more happy and surprised facial expressions
when using the Kinect
R
, compared to the gamepad.
As an index of hedonic quality, it signifies that the test
subjects had a more pleasurable experience using the
motion controlled interface of the Kinect
R
, compared
to the classical gamepad interface, causing them to
look happier and more surprised. This cross-validates
the subjective result. Furthermore, an objective eval-
uation method for pragmatic quality, using the logged
game scores of the test subjects, cross-validated the
obtained subjective result of a higher pragmatic qual-
ity of the Kinect
R
interface.
Facial expression recognition proved to be a use-
ful application of computer vision, suited to evaluate
the hedonic quality of the interfacing technologies in
an objective, non-obtrusive manner.
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