An approach to natural gesture in virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Taking steps: the influence of a walking technique on presence in virtual reality
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
VIRTUAL PERAMBULATOR: A Novel Interface Device for Locomotion in Virtual Environment
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Travel in Immersive Virtual Environments: An Evaluation of Viewpoint Motion Control Techniques
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
The ALIVE system: wireless, full-body interaction with autonomous agents
Multimedia Systems - Special issue on multimedia and multisensory virtual worlds
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
Exploring Individual Differences in Raybased Selection; Strategies and Traits
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
The Hand is Slower than the Eye: A Quantitative Exploration of Visual Dominance over Proprioception
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Gameplay issues in the design of spatial 3D gestures for video games.
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Wiizards: 3D gesture recognition for game play input
Future Play '07 Proceedings of the 2007 conference on Future Play
Accelerometer-based user interfaces for the control of a physically simulated character
ACM SIGGRAPH Asia 2008 papers
User-defined gestures for surface computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sketching User Experiences: Getting the Design Right and the Right Design
Sketching User Experiences: Getting the Design Right and the Right Design
Exploring 3D gestural interfaces for music creation in video games
Proceedings of the 4th International Conference on Foundations of Digital Games
Presence-enhancing real walking user interface for first-person video games
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Understanding visual interfaces for the next generation of dance-based rhythm video games
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
The Wiimote and Beyond: Spatially Convenient Devices for 3D User Interfaces
IEEE Computer Graphics and Applications
RealNav: Exploring natural user interfaces for locomotion in video games
3DUI '10 Proceedings of the 2010 IEEE Symposium on 3D User Interfaces
Breaking the status quo: Improving 3D gesture recognition with spatially convenient input devices
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
Is more movement better?: a controlled comparison of movement-based games
Proceedings of the 6th International Conference on Foundations of Digital Games
Full-body motion-based game interaction for older adults
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Participatory design for exertion interfaces for children
Proceedings of the 11th International Conference on Interaction Design and Children
Nomadic gestures: A technique for reusing gesture commands for frequent ambient interactions
Journal of Ambient Intelligence and Smart Environments
Exploring the Trade-off Between Accuracy and Observational Latency in Action Recognition
International Journal of Computer Vision
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We present a Wizard-of-Oz study exploring full body video game interaction. Using the commercial video game Mirror's Edge, players are presented with several different tasks such as running, jumping, and climbing. Following our protocol, participants were given complete freedom in choosing the motions and gestures to compete these tasks. Our experiment results show a mix of natural and constrained gestures adapted to space and field of view restrictions. We present guidelines for future full body interfaces.