GREFIT: Visual Recognition of Hand Postures
GW '99 Proceedings of the International Gesture Workshop on Gesture-Based Communication in Human-Computer Interaction
CV-SDF - A model for Real-Time Computer Vision Applications
WACV '02 Proceedings of the Sixth IEEE Workshop on Applications of Computer Vision
SymBall: camera driven table tennis for mobile phones
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Hand-held virtual reality: a feasibility study
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Using a mobile phone for 6 DOF mesh editing
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Peepholes with no strings attached: using image processing as input in camera-phones
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Bringing context into play: supporting game interaction through real-time context acquisition
Proceedings of the 2007 workshop on Multimodal interfaces in semantic interaction
Developing an augmented reality racing game
Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment
The magic lens box: simplifying the development of mixed reality games
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
One-handed interaction with augmented virtual objects on mobile devices
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
BragFish: exploring physical and social interaction in co-located handheld augmented reality games
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Interaction with large ubiquitous displays using camera-equipped mobile phones
Personal and Ubiquitous Computing
Interacting with a tabletop display using a camera equipped mobile phone
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction platforms and techniques
Kick: investigating the use of kick gestures for mobile interactions
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
Motion-Based interaction on the mobile device for user interface
KES'06 Proceedings of the 10th international conference on Knowledge-Based Intelligent Information and Engineering Systems - Volume Part I
Human computer interaction for the accelerometer-based mobile game
EUC'06 Proceedings of the 2006 international conference on Embedded and Ubiquitous Computing
Interactive collaborative scene assembly using AR on mobile phones
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Foot tapping for mobile interaction
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Putting your best foot forward: investigating real-world mappings for foot-based gestures
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
How natural is a natural interface? An evaluation procedure based on action breakdowns
Personal and Ubiquitous Computing
Usability of one-handed interaction methods for handheld projection-based augmented reality
Personal and Ubiquitous Computing
Landscapes, Long Tails and Digital Materialities: Implications for Mobile HCI Research
International Journal of Mobile Human Computer Interaction
Surround-see: enabling peripheral vision on smartphones during active use
Proceedings of the 26th annual ACM symposium on User interface software and technology
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Interaction with mobile applications is often awkward due to the limited and miniaturized input modalities available. This is especially problematic for games where the only incentive to use an application is the pleasure derived from the interaction. It is therefore interesting to examine novel forms of interaction in order to increase the "playability" of mobile games.In this paper we present a simple mobile gaming application on a standard Pocket PC PDA that employs computer vision (CV) as it's main interaction modality. Practical experience with the application demonstrates the feasibility of CV as a primary interaction modality and indicates the high potential of CV as an input modality for mobile devices in the future. Our approach exploits the video capabilities that are becoming ubiquitous on camera equipped smart-phones and PDAs to provide a fun solution for interaction tasks in games like "Pong", "Break-out" or soccer.