The design space of input devices
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A new model for handling input
ACM Transactions on Information Systems (TOIS)
AVI '94 Proceedings of the workshop on Advanced visual interfaces
A Bayesian Computer Vision System for Modeling Human Interactions
IEEE Transactions on Pattern Analysis and Machine Intelligence
A survey of computer vision-based human motion capture
Computer Vision and Image Understanding - Modeling people toward vision-based underatanding of a person's shape, appearance, and movement
iStuff: a physical user interface toolkit for ubiquitous computing environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Papier-Mache: toolkit support for tangible input
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
International survey on the Dance Dance Revolution game
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Design of a body-driven multiplayer game system
Computers in Entertainment (CIE) - 3rd anniversary issue
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sensor networks as video game input devices
Future Play '07 Proceedings of the 2007 conference on Future Play
Using games to increase exercise motivation
Future Play '07 Proceedings of the 2007 conference on Future Play
Reality-based interaction: a framework for post-WIMP interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Remote impact: shadowboxing over a distance
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Experience in the design and development of a game based on head-tracking input
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Towards a Universal Toolkit Model for Structures
Engineering Interactive Systems
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
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Classifying input for active games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Virtual sensors: rapid prototyping of ubiquitous interaction with a mobile phone and a Kinect
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
Gemini: a pervasive accumulated context exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Proceedings of the 2013 international conference on Intelligent user interfaces
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Active games are video games that involve physical activity. Interaction in active games is captured via a variety of input devices such as accelerometers, cameras, pressure sensors and exercise equipment. It is difficult for programmers to deal with this profusion of devices, leading most active games to be tied to a particular hardware platform. In this paper, we introduce the GAIM toolkit. GAIM simplifies input handling in active games through a high-level API that abstracts the details of individual devices. This allows developers to write code independently of the input devices used, allows the toolkit to dynamically adapt to the devices a player has available, and allows people with different hardware to play together. We illustrate the approach through two active games developed using the GAIM toolkit.