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Improving the experience of controlling avatars in camera-based games using physical input

Na Li, Neema Moraveji, Hiroaki Kimura, Eyal Ofek
2006 Proceedings of the 14th annual ACM international conference on Multimedia - MULTIMEDIA '06  
This paper investigates two methods of improving the user experience of camera-based interaction.  ...  This is followed by a discussion of how the findings inform camera-based game design.  ...  Current methods of camera-based input map the player's physical motion to their virtual avatar using two different strategies: physical gestures (as in [1] , [7] , and EyeToy) and mimicry of human movements  ... 
doi:10.1145/1180639.1180663 dblp:conf/mm/LiMKO06 fatcat:jzsrqp3mjzectfnvnmfyhlznhu

Evaluation of Interaction Methods for a Real-Time Augmented Reality Game [chapter]

Frederic Pollmann, Dirk Wenig, Mareike Picklum, Rainer Malaka
2013 Lecture Notes in Computer Science  
We evaluated the effect of the control methods on the game experience with 43 participants and conducted a survey using a questionnaire for intuitive use (QUESI [1]) and individiual interviews.  ...  We found significant differences between two of the three implemented input methods, but in the interviews the test persons did not prefer the control method with the highest survey score.  ...  The participants of the multiplayer scenario were interviewed about their experience and asked for difficulties and possible improvements of the used input method.  ... 
doi:10.1007/978-3-642-41106-9_14 fatcat:xe2y5hc5cbgq3lqhi4xninzcn4

Player Control in a Real-Time Mobile Augmented Reality Game [chapter]

Mareike Picklum, Georg Modzelewski, Susanne Knoop, Toke Lichtenberg, Philipp Dittmann, Tammo Böhme, Volker Fehn, Christian John, Johannes Kenkel, Philipp Krieter, Patrick Niethen, Nicole Pampuch (+11 others)
2012 Lecture Notes in Computer Science  
We propose six interaction concepts based on combinations of both physical and virtual buttons and sensor input and suggest an evaluation according to game experience criteria.  ...  Controlling virtual characters in AR games for modern smartphones is even more challenging than controls for 'pure' VR games because the player has to keep the AR world in view.  ...  Using visual, auditive or haptic feedback might mitigate the shortcomings of some of these concepts. Prototypical implementations will be used to conduct further game experience studies.  ... 
doi:10.1007/978-3-642-33542-6_36 fatcat:ay6dg5xu3fhsrm6kl5yaarr6xa

A comparison between tilt-input and facial tracking as input methods for mobile games

Justin Cuaresma, I. Scott MacKenzie
2014 2014 IEEE Games Media Entertainment  
The mean game-score attained using tilt-input was 665.8. This was 7× × higher than the mean of 95.1 for facial tracking.  ...  Additionally, participants were more precise with tilt-input with a mean star count of 19.7, compared to a mean of 1.9 using facial tracking.  ...  As well, all the participants had at least some experience with mobile games using tilt-input. With this in mind, the participants were already skilled in tilt-based gaming.  ... 
doi:10.1109/gem.2014.7048080 dblp:conf/gamesem/CuaresmaM14 fatcat:sgddcsirvzeptkqzzfbrfkm5j4

A Computer Vision and Hearing Based User Interface for a Computer Game for Children [chapter]

Perttu Hämäläinen, Johanna Höysniemi
2003 Lecture Notes in Computer Science  
This paper describes the design of a perceptual user interface for controlling a flying cartoon-animated dragon in QuiQui's Giant Bounce, a physically and vocally interactive computer game for 4 to 9 years  ...  The dragon mimics the user's movements and breathes fire when the user shouts. The game works on a PC computer equipped with practically any lowcost microphone and webcam.  ...  The authors are currently receiving funding from the HeCSE and UCIT graduate schools of the Academy of Finland.  ... 
doi:10.1007/3-540-36572-9_24 fatcat:h3jof6shsjh2haxfoblgahnkpa

Moving shapes

Denys J.C. Matthies, Ngo Dieu Huong Nguyen, Shaunna Janine Lucas, Daniel Botz
2013 Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services - MobileHCI '13  
Presently interactive public displays often make use of depth cameras.  ...  As proof of concept a simple game was created that demonstrates how people are able to control and interact with photographed shapes via their own smartphones.  ...  Acknowledgements We would like to thank the participants for their feedback as well as the reviewer who provided us with advice for improvement.  ... 
doi:10.1145/2493190.2494433 dblp:conf/mhci/MatthiesNLB13 fatcat:iwrk4g6m2rdrhiag7igbioythy

I'm in the game

Ali Mazalek, Sanjay Chandrasekharan, Michael Nitsche, Tim Welsh, Paul Clifton, Andrew Quitmeyer, Firaz Peer, Friedrich Kirschner, Dilip Athreya
2011 Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction - TEI '11  
To test the efficacy and short-term effects of this control interface, we developed a two-part experiment, where the performance of users controlling an avatar using the puppet interface was compared with  ...  users controlling the avatar using two other interfaces (Xbox controller, keyboard).  ...  ACKNOWLEDGMENTS We thank the Synaesthetic Media Lab, the Digital World & Image Group and the Cognitive & Motor Neuroscience Lab for helping shape our ideas.  ... 
doi:10.1145/1935701.1935727 dblp:conf/tei/MazalekCNWCQPKA11 fatcat:ntdyfgxowvdmrc6h23nsxxpbhy

Recent Developments in Game-Based Virtual Reality Educational Laboratories Using the Microsoft Kinect

Mingshao Zhang, Zhou Zhang, Yizhe Chang, El-Sayed Aziz, Sven Esche, Constantin Chassapis
2018 International Journal of Emerging Technologies in Learning (iJET)  
In this paper, an innovative method that uses the Microsoft Kinect as an essential component for developing game-based VR educational laboratories is presented.  ...  These limitations include non-realistic representation, lack of customizability and flexibility, financial feasibility, physical and psychological discomforts of the users, simulator sickness, etc.  ...  The pendulum experiment is recorded by the Kinect, position information of the pendulum bob is then computed, and the results are sent to the game-based VR laboratory as input data to animate the experiment  ... 
doi:10.3991/ijet.v13i01.7773 fatcat:nijjus2cwbewdpqkewbzzedbce

A novel approach to sports oriented video games with real-time motion streaming

Anton Bogdanovych, Christopher Stanton
2015 Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems - EICS '15  
Importantly, the virtual world of the game responds to a player's motions by simulating the complex physical interactions that occur during a physical game of basketball.  ...  From being predominantly entertainment focused, these technologies are now finding a much wider use in the so-called "serious games" space, where playing a game teaches the player some useful skills applicable  ...  This information is then used for controlling the avatar of the user and objects in the game (e.g. a tennis ball).  ... 
doi:10.1145/2774225.2774836 dblp:conf/eics/BogdanovychS15 fatcat:vqti7uposnbrxo3o2zh7hjjpg4

A Video Game-Based Mobile Robot Simulation Environment

Josh Faust, Cheryl Simon, William Smart
2006 2006 IEEE/RSJ International Conference on Intelligent Robots and Systems  
The simulator is capable of simulating multiple robots, with realistic physics and rendering. It can also support human-controlled avatars using a traditional first-person interface.  ...  The distributed nature of the simulation allows us to perform large-scale experiments, with users participating from geographically remote locations.  ...  ACKNOWLEDGMENTS We would like to thank Joyce Santos for building many of the initial models for the simulation environment, including the Pioneer 3.  ... 
doi:10.1109/iros.2006.281757 dblp:conf/iros/FaustSS06 fatcat:njolyx46cfhenoa73n4sqzbyse

Development and evaluation of low cost game-based balance rehabilitation tool using the microsoft kinect sensor

B. Lange, Chien-Yen Chang, E. Suma, B. Newman, A. S. Rizzo, M. Bolas
2011 2011 Annual International Conference of the IEEE Engineering in Medicine and Biology Society  
The use of the commercial video games as rehabilitation tools, such as the Nintendo WiiFit, has recently gained much interest in the physical therapy arena.  ...  The aim of this research was to develop and assess an interactive game-based rehabilitation tool for balance training of adults with neurological injury.  ...  The team would like to thank the participants from Precision Rehabilitation in Long Beach and Rancho Los Amigos National Rehabilitation Hospital for their time, enthusiasm and feedback.  ... 
doi:10.1109/iembs.2011.6090521 pmid:22254685 dblp:conf/embc/LangeCSNRB11 fatcat:6kxektgap5ehnpczwuora3buim

Introduction to Low-Cost Motion-Tracking for Virtual Rehabilitation [chapter]

Sebastian Koenig, Aitor Ardanza, Camilo Cortes, Alessandro De Mauro, Belinda Lange
2013 Biosystems and Biorobotics  
In addition, examples will be provided of how the Kinect can be used with off-the-shelf computer games or utilized in conjunction with modern game development tools such as the game engine Unity.  ...  Low-cost motion sensors have seen tremendous increase in popularity in the past few years. Accelerometers, gyroscopes or cameras can be found in most available smart phones and gaming controllers.  ...  Research in the area of VR and rehabilitation suggests that VR game-based technology can be used effectively to improve motor skill rehabilitation of a range of functional deficits Chuang et al. 2002;  ... 
doi:10.1007/978-3-642-38556-8_15 fatcat:uhsp2ucmtnap3a5zvezz64ezgi

Initial version of the eTryOn interaction systems

Orestis Sarakatsanos, Maria Kyrou, Anastasios Papazoglou Chalikias, Elisavet Chatzilari, Panagiotis Petrantonakis, Jamie Sutherland
2021 Zenodo  
to recreate the at home experience of buying clothes from a physical store.  ...  use case.  ...  Using the left controller Joystick the user can move the camera in the 3D space.  ... 
doi:10.5281/zenodo.5795111 fatcat:hr3qqmvjbjfijeufhgkut7mi7y

Collaborative Virtual 3D Environment for Internet-Accessible Physics Experiments

Bettina Scheucher, Philip H. Bailey, Christian Gütl, Judson V. Harward
2009 International Journal of Online Engineering (iJOE)  
In this paper we focus on the integration of internetaccessible physics experiments (iLabs) combined with the TEALsim 3D simulation toolkit in Project Wonderland, Sun's toolkit for creating collaborative  ...  Within such a collaborative environment these tools provide the opportunity for teachers and students to work together as avatars as they control actual equipment, visualize physical phenomenon generated  ...  We would like to thank the staff of the Wonderland developer's team for their knowledgeable support.  ... 
doi:10.3991/ijoe.v5s1.1014 fatcat:lnscl46cdrhzrgtdirizfewhbq

Recognising your self in virtual avatars

Ali Mazalek, Michael Nitsche, Sanjay Chandrasekharan, Tim Welsh, Paul Clifton, Andrew Quitmeyer, Firaz Peer, Friedrich Kirschner
2013 International Journal of Arts and Technology  
Subsequent experiments used the puppet to investigate: (1) whether players recognised their own movements in a virtual A.  ...  Our approach is based on the cognitive neuroscience theory of common coding and related experiments, that suggest that perception, imagination and execution of movement are linked by a common representation  ...  Ministry of Research and Innovation, and the Alberta Ingenuity Fund.  ... 
doi:10.1504/ijart.2013.050693 fatcat:jsadsnchkjhfjahqahmpnpkmli
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