Visual Interpretation of Hand Gestures for Human-Computer Interaction: A Review
IEEE Transactions on Pattern Analysis and Machine Intelligence
PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
A video-based augmented reality golf simulator
MULTIMEDIA '00 Proceedings of the eighth ACM international conference on Multimedia
Computer Vision for Interactive Computer Graphics
IEEE Computer Graphics and Applications
CamBall: augmented networked table tennis played with real rackets
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Virtual Tennis: A Hybrid Distributed Virtual Reality Environment with Fishtank vs. HMD
DS-RT '05 Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Hi-index | 0.00 |
Interactions in augmented reality systems are based on human gestures rather than classical input devices. Due to the instability of the current gesture recognition technologies, the previous development processes of augmented reality games have introduced many ad hoc methods to handle the shortcomings, and the game architectures have become highly irregular and inefficient. This paper describes an efficient development methodology for gesture-based augmented reality games through prototyping a table tennis game with a gesture interface. We also verify the applicability of the prototyping mechanism by implementing and demonstrating the augmented reality table tennis game played with real rackets wherein the implementation requires the real-time tracking of real rackets to allow fast movements and interactions without delay.