Dialogue management for gestural interfaces
ACM SIGGRAPH Computer Graphics
Visual Interpretation of Hand Gestures for Human-Computer Interaction: A Review
IEEE Transactions on Pattern Analysis and Machine Intelligence
Communications of the ACM
Velocity Profile Based Recognition of Dynamic Gestures with Discrete Hidden Markov Models
Proceedings of the International Gesture Workshop on Gesture and Sign Language in Human-Computer Interaction
Usability engineering methods for software developers
Communications of the ACM - Interaction design and children
Moveable interactive projected displays using projector based tracking
Proceedings of the 18th annual ACM symposium on User interface software and technology
Gesture recognition with a Wii controller
Proceedings of the 2nd international conference on Tangible and embedded interaction
Hacking the Nintendo Wii Remote
IEEE Pervasive Computing
Wave like an Egyptian: accelerometer based gesture recognition for culture specific interactions
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 1
Making the Wii at home: game play by older people in sheltered housing
USAB'10 Proceedings of the 6th international conference on HCI in work and learning, life and leisure: workgroup human-computer interaction and usability engineering
Multimodal smart interactive presentation system
HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: interaction modalities and techniques - Volume Part IV
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The wide availability of game based technologies and sophisticated e-Learning possibilities creates new demands and challenges on Human---Computer Interaction and Usability Engineering (HCI&UE). Solid research in HCI must support improvement in learning ability and creativity for both teachers and students. According to recent market surveys the Wii remote controller or Wiimote is currently more wide spread than standard Tablet PCs and is the most used computer input device worldwide. As a collection of many sensors, also including Bluetooth technology, accelerometers and IR sensors, Wiimote is of great interest for HCI experiments, especially in the area of e-Learning and e-Teaching. In this paper, we present results gained from the investigation of the potential of Wiimote as both a standard input device --- such as mouse or presenter --- and as a gesture and finger tracking sensor. We demonstrate, on the basis of examples from e-Teaching, how easily everyday gestures can be interpreted in regular computer applications utilizing Wiimote's hardware modules and some additional software modules.