A survey of computer vision-based human motion capture
Computer Vision and Image Understanding - Modeling people toward vision-based underatanding of a person's shape, appearance, and movement
Understanding Virtual Reality: Interface, Application, and Design
Understanding Virtual Reality: Interface, Application, and Design
Towards virtual reality for the masses: 10 years of research at Disney's VR studio
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Martial arts in artificial reality
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The KidsRoom: A Perceptually-Based Interactive and Immersive Story Environment
Presence: Teleoperators and Virtual Environments
Classifying input for active games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Activate your GAIM: a toolkit for input in active games
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
On-body interaction: armed and dangerous
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
VAST'10 Proceedings of the 11th International conference on Virtual Reality, Archaeology and Cultural Heritage
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We have designed and evaluated a novel multiplayer game system using just one top-view camera. With the proposed system, player avatar movement can be directly mapped to the physical movement of the player, accompanied by additional hand gestures triggering more complex actions. This article presents a study of the concepts of body-driven multiplayer games using the proposed system. We have created four different test games using human-centered design (HCD). We describe both the computer vision- based implementation and the lessons we learned about designing effective content for interactive body-driven multiplayer games.