Statistical Pattern Recognition: A Review
IEEE Transactions on Pattern Analysis and Machine Intelligence
Rock 'n' Scroll Is Here to Stay
IEEE Computer Graphics and Applications
The smart floor: a mechanism for natural user identification and tracking
CHI '00 Extended Abstracts on Human Factors in Computing Systems
The Everywhere Displays Projector: A Device to Create Ubiquitous Graphical Interfaces
UbiComp '01 Proceedings of the 3rd international conference on Ubiquitous Computing
Motion segmentation and pose recognition with motion history gradients
Machine Vision and Applications - Special issue: IEEE WACV
Consumer: gifts for the holidays
IEEE Spectrum
Recognizing movements from the ground reaction force
Proceedings of the 2001 workshop on Perceptive user interfaces
The KidsRoom: A Perceptually-Based Interactive and Immersive Story Environment
Presence: Teleoperators and Virtual Environments
Movement Awareness for a Sentient Environment
PERCOM '03 Proceedings of the First IEEE International Conference on Pervasive Computing and Communications
Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
MOCA: a low-power, low-cost motion capture system based on integrated accelerometers
Advances in Multimedia
A game controller based on multiple sensors
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
An efficient manipulation of game contents on heterogeneous platforms using MR interface
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Affective data acquisition technologies in survey research
Information Technology and Management - Special issue on New Theories and Methods for Technology Adoption Research
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This paper describes a sensing system for recognising and characterising human movements and its application to ubiquitous gaming. In particular this paper considers the control of computer games through players interacting with the physical environment around them in a natural and appropriate manner. This pushes the interface into the environment, and pulls ubiquitous computing into the game. This is achieved using a sentient computing system. Such a system senses the location, motions, actions and even physiological responses of users. This sensory data can be used to interface and control a game. A good example is 3D first-person games and we demonstrate a system in which actions in the game are mapped to similar actions in the real world.