CONDENSATION—Conditional Density Propagation forVisual Tracking
International Journal of Computer Vision
VIDEOPLACE—an artificial reality
CHI '85 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Art of Computer Game Design
The Art of Computer Game Design
IEEE Transactions on Pattern Analysis and Machine Intelligence
On Importance of Nose for Face Tracking
FGR '02 Proceedings of the Fifth IEEE International Conference on Automatic Face and Gesture Recognition
Boosting Chain Learning for Object Detection
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
The ALIVE system: wireless, full-body interaction with autonomous agents
Multimedia Systems - Special issue on multimedia and multisensory virtual worlds
Robust Real-Time Face Detection
International Journal of Computer Vision
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the third Nordic conference on Human-computer interaction
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Psychophysiological Correlates of Virtual Reality: A Review
Presence: Teleoperators and Virtual Environments
Video game that uses skin contact as controller input
ACM SIGGRAPH 2007 emerging technologies
Lean and zoom: proximity-aware user interface and content magnification
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A fast and robust method for the identification of face landmarks in profile images
WSEAS Transactions on Computers
Robust identification of face landmarks in profile images
ICCOMP'08 Proceedings of the 12th WSEAS international conference on Computers
Ptz control with head tracking for video chat
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Head Tracking in First-Person Games: Interaction Using a Web-Camera
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
Keyboard before Head Tracking Depresses User Success in Remote Camera Control
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
OpenWizard: une approche pour la création et l'évaluation rapide de prototypes multimodaux
Proceedings of the 21st International Conference on Association Francophone d'Interaction Homme-Machine
Study on the change of physiological signals during playing body-controlled games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
A realistic, virtual head for human-computer interaction
Interacting with Computers
"Moving to the centre": A gaze-driven remote camera control for teleoperation
Interacting with Computers
Exploring camera viewpoint control models for a multi-tasking setting in teleoperation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
DejaVu: integrated support for developing interactive camera-based programs
Proceedings of the 25th annual ACM symposium on User interface software and technology
Evaluating performance benefits of head tracking in modern video games
Proceedings of the 1st symposium on Spatial user interaction
Exploring head tracked head mounted displays for first person robot teleoperation
Proceedings of the 19th international conference on Intelligent User Interfaces
Estimating and using absolute and relative viewing distance in interactive systems
Pervasive and Mobile Computing
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Motion-detection only games have inherent limitations on game experience in that the systems cannot identify the player's existence and identity. A way of improvement is by introducing information such as a player's face or head into the system. We designed and implemented two game prototypes that apply real-time face position information as intrinsic elements of gameplay to enhance game experience. The first prototype augmented a typical motion-detection-based game. Face information was designed to enhance the sense of presence and role-playing. In the second prototype, face tracking is applied as a new axis of control in a First Person Shooter (FPS) game.Although Face detection and tracking technology has started utilizing in game scenarios, there was little systematic research on how user experience is leveraged by applying face information to video games. The results of our user tests on comparing camera-based video games with and without face tracking demonstrated that using face position information can effectively enhance presence and role-playing. In addition, an intuitive control that augmented by face-tracking in the FPS game also got positive feedbacks from the test.