TY - JOUR
T1 - Foggy fun
T2 - an exploration of mid-air gestural interaction with a fogscreen by children with attention-deficits
AU - Remizova, Vera
AU - Špakov, Oleg
AU - Sand, Antti
AU - Lylykangas, Jani
AU - Qin, Moshi
AU - Helminen, Terhi M.
AU - Takio, Fiia
AU - Rantanen, Kati
AU - Kylliäinen, Anneli
AU - Surakka, Veikko
AU - Gizatdinova, Yulia
N1 - Publisher Copyright:
© 2025 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.
PY - 2025
Y1 - 2025
N2 - This study represents the first exploration of active gaming based on mid-air gestural interaction with a fogscreen, focusing on its feasibility for children with attention deficits. The aim was to evaluate the practicality and effectiveness of gestural interaction in two interaction scenarios involving translation and selection of objects projected on the fog, through the assessment of interaction performance and subjective opinions. The proposed approach was investigated in a custom-designed puzzle-based game Tangram. Eighteen novice participants, namely, children with confirmed attention deficits or attention-deficit/hyperactivity disorder (ADHD) played the game collaboratively in pairs during six sessions. Our results demonstrated that gestural interaction with the fogscreen in the Tangram game was not only enjoyable and engaging but also facilitated effective task completion, as shown by an 81% game success rate. During object translation, the participants typically needed two to three attempts to accurately relocate a puzzle piece, with 42% of translation movements adjusting the pieces’ placements. Further, in object selection, it was underlined the importance of visual feedback corresponding to the user’s hand position for effective interaction. These insights underscore the potential implications of gestural interfaces for fogscreen interaction in active gaming for children.
AB - This study represents the first exploration of active gaming based on mid-air gestural interaction with a fogscreen, focusing on its feasibility for children with attention deficits. The aim was to evaluate the practicality and effectiveness of gestural interaction in two interaction scenarios involving translation and selection of objects projected on the fog, through the assessment of interaction performance and subjective opinions. The proposed approach was investigated in a custom-designed puzzle-based game Tangram. Eighteen novice participants, namely, children with confirmed attention deficits or attention-deficit/hyperactivity disorder (ADHD) played the game collaboratively in pairs during six sessions. Our results demonstrated that gestural interaction with the fogscreen in the Tangram game was not only enjoyable and engaging but also facilitated effective task completion, as shown by an 81% game success rate. During object translation, the participants typically needed two to three attempts to accurately relocate a puzzle piece, with 42% of translation movements adjusting the pieces’ placements. Further, in object selection, it was underlined the importance of visual feedback corresponding to the user’s hand position for effective interaction. These insights underscore the potential implications of gestural interfaces for fogscreen interaction in active gaming for children.
KW - child-computer interaction
KW - Empirical studies in HCI
KW - fog screen
KW - fogscreen
KW - Human-centred computing
KW - Human–computer interaction (HCI)
KW - Kinect
KW - Mid-air gestural interaction
U2 - 10.1080/0144929X.2025.2469661
DO - 10.1080/0144929X.2025.2469661
M3 - Article
AN - SCOPUS:86000320531
SN - 0144-929X
JO - Behaviour and Information Technology
JF - Behaviour and Information Technology
ER -