Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Pfinder: Real-Time Tracking of the Human Body
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
VIDEOPLACE—an artificial reality
CHI '85 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Perceptual user interfaces: things that see
Communications of the ACM
Computer vision for computer interaction
ACM SIGGRAPH Computer Graphics
Tracking and modeling people in video sequences
Computer Vision and Image Understanding - Modeling people toward vision-based underatanding of a person's shape, appearance, and movement
Active Contours: The Application of Techniques from Graphics,Vision,Control Theory and Statistics to Visual Tracking of Shapes in Motion
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Implicit Probabilistic Models of Human Motion for Synthesis and Tracking
ECCV '02 Proceedings of the 7th European Conference on Computer Vision-Part I
FG '98 Proceedings of the 3rd. International Conference on Face & Gesture Recognition
Towards a laboratory instrument for motion analysis
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
M2VIP '97 Proceedings of the 4th Annual Conference on Mechatronics and Machine Vision in Practice
Training for Physical Tasks in Virtual Environments: Tai Chi
VR '03 Proceedings of the IEEE Virtual Reality 2003
Interactive video mirrors for sports training
Proceedings of the third Nordic conference on Human-computer interaction
"Killer App" of wearable computing: wireless force sensing body protectors for martial arts
Proceedings of the 17th annual ACM symposium on User interface software and technology
International survey on the Dance Dance Revolution game
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Children's and parents' perception of full-body interaction and violence in a martial arts game
DUX '05 Proceedings of the 2005 conference on Designing for User eXperience
The augmented djembe drum: sculpting rhythms
NIME '06 Proceedings of the 2006 conference on New interfaces for musical expression
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Design of a body-driven multiplayer game system
Computers in Entertainment (CIE) - 3rd anniversary issue
Motion-capture-based avatar control framework in third-person view virtual environments
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Paravie: dance entertainment system for everyone to express oneself with movement
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Improving the experience of controlling avatars in camera-based games using physical input
MULTIMEDIA '06 Proceedings of the 14th annual ACM international conference on Multimedia
Collaborative dancing in tele-immersive environment
MULTIMEDIA '06 Proceedings of the 14th annual ACM international conference on Multimedia
Double dribble: illusionism, mixed reality, and the sports fan experience
Proceedings of the international conference on Advances in computer entertainment technology
Movement-based interaction in camera spaces: a conceptual framework
Personal and Ubiquitous Computing
Tranquil interaction: exploring archaic culture in the Kylä installation
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Consigalo: multi-user face-to-face interaction on immaterial displays
Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment
Adaptation of Graphics and Gameplay in Fitness Games by Exploiting Motion and Physiological Sensors
SG '07 Proceedings of the 8th international symposium on Smart Graphics
Social immersive media: pursuing best practices for multi-user interactive camera/projector exhibits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
Understanding visual interfaces for the next generation of dance-based rhythm video games
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Real-time robust body part tracking for augmented reality interface
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Classifying input for active games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
3PI experiment: immersion in third-person view
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
RopePlus: bridging distances with social and kinesthetic rope games
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Turk-2, a multi-modal chess player
International Journal of Human-Computer Studies
Astrojumper: Motivating exercise with an immersive virtual reality exergame
Presence: Teleoperators and Virtual Environments
Multimedia Tools and Applications
Evaluation on performer support methods for interactive performances using projector
Journal of Mobile Multimedia
GrabApple: the design of a casual exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Gemini: a pervasive accumulated context exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Body-controlled trampoline training games based on computer vision
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Setting the best view of a virtual teacher in a mixed reality physical-task learning support system
Journal of Systems and Software
Designing mediated combat play
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
Hi-index | 0.01 |
This paper presents Kick Ass Kung-Fu, a martial arts game installation where the player fights virtual enemies with kicks and punches as well as acrobatic moves such as cartwheels. Using real-time image processing and computer vision, the video image of the user is embedded inside 3D graphics. Compared to previous work, our system uses a profile view and two displays, which allows an improved view of many martial arts techniques. We also explore exaggerated motion and dynamic slow-motion effects to transform the aesthetic of kung-fu movies into an interactive, embodied experience. The system is described and analyzed based on results from testing the game in a theater, in a television show, and in a user study with 46 martial arts practitioners.