A survey of the Hough transform
Computer Vision, Graphics, and Image Processing
A web-based synchronized multimedia system for distance education
Proceedings of the 2001 ACM symposium on Applied computing
Context-aware design and interaction in computer systems
IBM Systems Journal
A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
A survey of advances in vision-based human motion capture and analysis
Computer Vision and Image Understanding - Special issue on modeling people: Vision-based understanding of a person's shape, appearance, movement, and behaviour
Gesture recognition with a Wii controller
Proceedings of the 2nd international conference on Tangible and embedded interaction
Lean and zoom: proximity-aware user interface and content magnification
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hacking the Nintendo Wii Remote
IEEE Pervasive Computing
Real-time hand-tracking with a color glove
ACM SIGGRAPH 2009 papers
Physical gaming: Out of the lap and into the living room
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A tutorial on particle filters for online nonlinear/non-GaussianBayesian tracking
IEEE Transactions on Signal Processing
IEEE Transactions on Systems, Man, and Cybernetics, Part C: Applications and Reviews
What Does Touch Tell Us about Emotions in Touchscreen-Based Gameplay?
ACM Transactions on Computer-Human Interaction (TOCHI)
Effective 3D action recognition using EigenJoints
Journal of Visual Communication and Image Representation
Background foreground segmentation with RGB-D Kinect data: An efficient combination of classifiers
Journal of Visual Communication and Image Representation
Gesture-based interaction with voice feedback for a tour-guide robot
Journal of Visual Communication and Image Representation
Hi-index | 0.00 |
Gestural-based interfaces have become one of the fundamental technologies that can determine the success of new computer games. In fact, computer games today offer interaction paradigms that go well beyond the use of remote controls, letting players directly perform exchanges with the objects and characters that compose the virtual worlds that are displayed in front of them. To perform such exchanges, new algorithms and technologies have been devised which include advanced visual recognition schemes, new video cameras and accelerometer sensors. At the same time, other important trends are also quietly emerging in the same domain: game designers, in fact, are slowly shifting their attention out of the walls of gaming fanatics homes, broadening their interests to computer games that can be played in public spaces, as exhibitions and museums. However, to the best of our knowledge, only a very limited amount of research experiences have taken into account the problem of producing computer games, based on gesture-based interfaces that well suit such settings. Hence, in this paper we address the problem of differentiating the design of a gesture-based interface for a console from the problem of designing it for a public space setting. Moreover, we will show that within a public space, it is possible to narrow down the vision algorithms that can well support the recognition of complex actions, whereas solely relying on a simple webcam. In particular, we will describe the design and implementation of an interface that well suits public immersive scenarios, since it is based on a simple and efficient set of algorithms which, combined with the intelligence given by the knowledge of the context of where a game is played, leads to a fast and robust interpretation of hand gestures. To witness this last aspect, we will report on the results obtained from the deployment of a computer game we specifically developed for public spaces, termed Tortellino X-Perience, which has been enjoyed by hundreds of visitors at the 2010 Shanghai World Expo.