The RAND tablet: a man-machine graphical communication device
AFIPS '64 (Fall, part I) Proceedings of the October 27-29, 1964, fall joint computer conference, part I
IT 2008: the history of a new computing discipline
Communications of the ACM
Wiimote and Kinect: gestural user interfaces add a natural third dimension to HCI
Proceedings of the International Working Conference on Advanced Visual Interfaces
Empirical study of a vision-based depth-sensitive human-computer interaction system
Proceedings of the 10th asia pacific conference on Computer human interaction
Exploring motion-based touchless games for autistic children's learning
Proceedings of the 12th International Conference on Interaction Design and Children
Design and usability analysis of gesture-based control for common desktop tasks
HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: interaction modalities and techniques - Volume Part IV
The bit dome: creating an immersive digital environment with a Kinect-based user interface
Journal of Computing Sciences in Colleges
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The launch of the Microsoft Kinect for Xbox (a real-time 3D imaging device) and supporting libraries spurred the development of various applications including those with natural user interfaces. We propose that using Kinect offers opportunities for novel approaches to classroom instruction on natural user interaction. A number of development frameworks has come up that can be used to facilitate this instruction. We evaluate the current state of this technology and present an overview of some of its development frameworks. We then present examples of how Kinect-assisted instruction can be used to achieve some of the learning outcomes in Human Computer Interaction (HCI) courses as outlined in IT2008. We have verified that OpenNI, with its accompanying libraries, can be used for these activities in multi-platform learning environments.