Waving Hand Gestures Recorded by Wearable Motion Sensors to a Virtual Car and Driver in a Mixed Reality Parking Game
Waving Hand Gestures Recorded by
Wearable Motion Sensors.ppt (File Size:792KB)
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ABSTRACT
We envision to add context awareness and ambient intelligence to edutainment and computer gaming applications in general. This requires mixed-reality setups and ever-higher levels of immerse human-computer interaction. Here, we focus on the automatic recognition of natural human hand gestures recorded by inexpensive, wearable motion sensors. To study the feasibility of our approach, we chose an educational parking game with 3D graphics that employs motion sensors and hand gestures as its sole game controls.
Our implementation prototype is based on Java-3D for the graphics display and on our own CRN Toolbox for sensor integration. It shows very promising results in practice regarding game appeal, player satisfaction, extensibility, ease of interfacing to the sensors, and - last but not least - sufficient accuracy of the real-time gesture recognition to allow for smooth game control. An initial quantitative performance evaluation confirms these notions and provides further support for our setup
We envision to add context awareness and ambient intelligence to edutainment and computer gaming applications in general. This requires mixed-reality setups and ever-higher levels of immerse human-computer interaction. Here, we focus on the automatic recognition of natural human hand gestures recorded by inexpensive, wearable motion sensors. To study the feasibility of our approach, we chose an educational parking game with 3D graphics that employs motion sensors and hand gestures as its sole game controls.
Our implementation prototype is based on Java-3D for the graphics display and on our own CRN Toolbox for sensor integration. It shows very promising results in practice regarding game appeal, player satisfaction, extensibility, ease of interfacing to the sensors, and - last but not least - sufficient accuracy of the real-time gesture recognition to allow for smooth game control. An initial quantitative performance evaluation confirms these notions and provides further support for our setup
INTRODUCTION
A central aspect of
progress for edutainment and computer gaming applications is their steady
increase in the immersiveness of the user experience. Historically, this
routinely sprang from ever more involved and complex plots as well as crisper
and more spectacular 3-D graphics. Then, games combined the two resulting in
blazing graphics on top of challenging interactive stories and other such
things of personalization. Game control, however, remained quite crude, mostly
relying on text input, mouse clicks, joypads, and joysticks. Maybe this is why
certain genres supporting much nicer control devices flourish so well. Car
racing games, for instance, achieve an extremely immersive user experience by
means of realistic steering wheels and gear shifts paired with real-time force
feedback as their preferred means of game control
Waving Hand Gestures Recorded by Wearable Motion Sensors to a Virtual Car and Driver in a Mixed Reality Parking Game
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