Exploring Non-verbal Behavior Models for Believable Characters
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Evaluating a dancer's performance using kinect-based skeleton tracking
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Robust hand gesture recognition with kinect sensor
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Full body gestures enhancing a game book for interactive story telling
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Performatology: a procedural acting approach for interactive drama in cinematic games
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Super Mirror: a kinect interface for ballet dancers
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Hands-up: motion recognition using kinect and a ceiling to improve the convenience of human life
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Using the kinect to encourage older adults to exercise: a prototype
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Microsoft Kinect Sensor and Its Effect
IEEE MultiMedia
Automatic Recognition of Non-Acted Affective Postures
IEEE Transactions on Systems, Man, and Cybernetics, Part B: Cybernetics
Sign language recognition using kinect
ICAISC'12 Proceedings of the 11th international conference on Artificial Intelligence and Soft Computing - Volume Part I
Hi-index | 0.00 |
The limitations of current technology in the field of user interaction cause a bottleneck in the development of interactive digital storytelling systems. The use of body language has recently arisen as a simple but expressive approach to human-computer interaction, motion capture devices being used in interactive simulations and videogames. This paper discusses the use of these devices for recognition of body movements as key elements for designing interactive stories in virtual environments, presenting our findings in the early stages of development of a serious game that uses Microsoft Kinect for allowing players to interact in a more sensitive and amusing way.