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
Finger Track - A Robust and Real-Time Gesture Interface
AI '97 Proceedings of the 10th Australian Joint Conference on Artificial Intelligence: Advanced Topics in Artificial Intelligence
Bare-hand human-computer interaction
Proceedings of the 2001 workshop on Perceptive user interfaces
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
Face detection using quantized skin color regions merging andwavelet packet analysis
IEEE Transactions on Multimedia
Interaction between real and virtual humans: playing checkers
EG VE'00 Proceedings of the 6th Eurographics conference on Virtual Environments
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Human-computer interactions in augmented reality games are generally based on human gestures. For each input video frame captured from a live video camera, image analysis technologies are used to infer the human intension. The development of augmented reality user interfaces is a difficult task due to the instability of the gesture analysis. The user interfaces cannot be efficiently developed with traditional development techniques. In this paper, we investigate an effective development methodology for gesture-based augmented reality interfaces by means of three different approaches. The implementation requires a real-time tracking of bare hands or real rackets to allow fast movements and interactions without delay. We also verify the applicability of the prototyping mechanism by implementing and demonstrating an augmented reality game played with either bare hands or real rackets.