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Virtual space computer games with a floor sensor control — human centred approach in the design process [chapter]

Jaana Leikas, Antti Väätänen, Veli-Pekka Räty
2001 Lecture Notes in Computer Science  
The Lumetila project (Virtual Space -User Interfaces of the Future) aims at developing a "natural" user interface in a computer game where the user uses his body movements to control the game.  ...  To create an immersive, captivating and highly usable game, the development will be carried out in the context and practice of Human-Centred Design approach, where the computer game is designed and evaluated  ...  Figure 1 . 1 Visualisation of the Lumetila -Virtual Space (image by Tiina Kymäläinen, VTT Information Technology) Figure 2 . 2 The Human-Centred Design Process and Approach of the Lumetila project.  ... 
doi:10.1007/3-540-44589-7_22 fatcat:up7yfbqvi5fhvhjgvxpaex2jw4

Movement Awareness for Ubiquitous Game Control

Robert Headon, Rupert Curwen
2002 Personal and Ubiquitous Computing  
In particular this paper considers the control of computer games through players interacting with the physical environment around them in a natural and appropriate manner.  ...  A good example is 3D first-person games and we demonstrate a system in which actions in the game are mapped to similar actions in the real world.  ...  Acknowledgements The authors would like to thank Andy Hopper, AT&T Laboratories Cambridge and the Cambridge European Trust.  ... 
doi:10.1007/s007790200045 fatcat:vfuzpgbrzvatdiq3exngk26t6m

Combining virtual reality enabled simulation with 3D scanning technologies towards smart manufacturing

Windo Hutabarat, John Oyekan, Christopher Turner, Ashutosh Tiwari, Neha Prajapat, Xiao-Peng Gan, Anthony Waller
2016 2016 Winter Simulation Conference (WSC)  
Technologies included in the research include feedback from RGBD images of shop floor motion and human interaction within full immersive virtual reality that includes the latest headset technologies.  ...  In this paper, we propose a way to combine these technologies with discrete-event simulation to improve the use of simulation in decision making in manufacturing.  ...  ACKNOWLEDGMENTS The authors acknowledged the support of Innovate UK and EPSRC, provided through grant number EP/M506813/1 "Towards Zero Prototyping of Factory Layouts and Operations Using Novel Gaming  ... 
doi:10.1109/wsc.2016.7822314 dblp:conf/wsc/HutabaratO0TPGW16 fatcat:w7wwy2oftffldd7coflfspvove

Real-time porosity using computer gaming technology

Russell Lowe, Richard Goodwin
2011 Automation in Construction  
The authors have developed and tested two prototypes that translate the movement of a person in the real world into the virtual environment of a computer game; note the pedestrians' participation is entirely  ...  In one lens the movement of the avatar constructs a facsimile of a space as sensors passively capture a person's movement through the real one.  ...  In addition the computer controls various other characters within the game environment with artificial intelligence. A third category, sensor controlled avatars, has recently emerged.  ... 
doi:10.1016/j.autcon.2010.10.006 fatcat:73hluqegfvazfhbpl544bnuz4u

Interactively Determined Generative Sound Design For Sensate Environments

Kirsty Beilharz
2004 Proceedings of the SMC Conferences  
in the computation is also the opportunity for human intervention if interactive control over the music is integrated with the system.  ...  An example of the latter is the sentient room in the Key Centre of Design Computing and Cognition, University of Sydney. Sensate spaces are a subset of digital environments, often even synonymous.  ... 
doi:10.5281/zenodo.849186 fatcat:wxym26yl7bhu7ctattuxg7ewim

Design of Experience and Flow in Movement-Based Interaction [chapter]

Anton Nijholt, Betsy van Dijk, Dennis Reidsma
2008 Lecture Notes in Computer Science  
In these interfaces it is often the case that the interface mediates between players of a game. Obviously, one of the players may be a virtual human.  ...  That is, we embed this interface research in ambient intelligence and entertainment computing research, and the interfaces we consider are not only mediating, but they also 'add' intelligence to the game  ...  This research has been supported by the Dutch National Smart-Mix project BrainGain on BCI, funded by the Ministry of Economic Affairs, and the GATE project, funded by the Netherlands Organization for Scientific  ... 
doi:10.1007/978-3-540-89220-5_17 fatcat:as6eoltbs5alvlbc5peuvbijuy

BIM Based Virtual Environment for Fire Emergency Evacuation

Bin Wang, Haijiang Li, Yacine Rezgui, Alex Bradley, Hoang N. Ong
2014 The Scientific World Journal  
The innovation lies on the seamless integration between BIM and a serious game based virtual reality (VR) environment aiming at practical problem solving by leveraging state-of-the-art computing technologies  ...  The focus of this paper lies on how to utilize BIM as a comprehensive building information provider to work with virtual reality technologies to build an adaptable immersive serious game environment to  ...  Conflict of Interests The authors declare that there is no conflict of interests regarding the publication of this paper.  ... 
doi:10.1155/2014/589016 pmid:25197704 pmcid:PMC4146354 fatcat:x742cu3d4rh33hg454ws55sm2e

Playing Immersive Games on the REVERIE Platform

Ioannis Doumanis, Julie Wall, David S. Monaghan
2015 2015 IEEE International Conference on Computer and Information Technology; Ubiquitous Computing and Communications; Dependable, Autonomic and Secure Computing; Pervasive Intelligence and Computing  
This paper presents a technical overview of the game technologies integrated in the Simon Says demo and its evaluation by players with variable computer literacy skills.  ...  REVERIE (REal and Virtual Engagement in Realistic Immersive Environments) [1] is a multimedia and multimodal framework, which supports the creation of immersive games.  ...  ACKNOWLEDGMENT The research that led to this paper was supported in part by the European Commission under the Contract FP7-ICT-287723 REVERIE.  ... 
doi:10.1109/cit/iucc/dasc/picom.2015.236 dblp:conf/IEEEcit/DoumanisWM15 fatcat:w7h3xk465jatjh5sogtosd4ofi

Design and Implementation of a Low Cost Virtual Rugby Decision Making Interactive [chapter]

Alan Cummins, Cathy Craig
2016 Lecture Notes in Computer Science  
The paper describes the design and implementation of a novel low cost virtual rugby decision making interactive for use in a visitor centre.  ...  Original laboratory-based experimental work in decision making in rugby, using a virtual reality headset [1] is adapted for use in a public visitor centre, with consideration given to usability, costs,  ...  The project described was carried out on behalf of Ulster Rugby, as part of their new Nevin Spence Centre which is dedicated to Nevin Spence.  ... 
doi:10.1007/978-3-319-40621-3_2 fatcat:ea7npfwamvcmfilcnxrs5ytasu

Design and Evaluation of a Smart Library Using the APEX Framework [chapter]

Tiago Abade, Tiago Gomes, José Luís Silva, José C. Campos
2014 Lecture Notes in Computer Science  
APEX prototypes allow users to explore and experience many characteristics of a proposed design, in a virtual world.  ...  The paper focus in particular the design and evaluation of a smart library in the APEX framework.  ...  Acknowledgments The authors wish to thank Michael Harrison for his comments on a previous version of this paper.  ... 
doi:10.1007/978-3-319-07788-8_29 fatcat:4rwo6vgshbgedn7isktepqxppy

Indoor Navigation System of Faculty of Civil Engineering, ITU: A BIM Approach

Berk Tarihmen, Benay Diyarbakırlı, Mustafa Onur Kanbur, Hande Demirel
2020 Baltic Journal of Modern Computing  
Furthermore, these processes are bi-directional. The final deliverable enables the user to navigate in the faculty building via a three-dimensional BIM-based environment.  ...  platform that is a gaming environment.  ...  Especially, using a character that has first-person control trait provides the user to move in the 3D model in the human eye.  ... 
doi:10.22364/bjmc.2020.8.2.11 fatcat:nhu76loj2jchdfinylsrop6w2e

Future Care Floor: A Sensitive Floor for Movement Monitoring and Fall Detection in Home Environments [chapter]

Lars Klack, Christian Möllering, Martina Ziefle, Thomas Schmitz-Rode
2011 Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering  
This paper describes the conceptualization and realization of a sensor floor, which can be integrated in home environments to assist old and frail persons living independently at home.  ...  This floor is part of a living lab ("The Future Care Lab") developed and built within the eHealth project at RWTH Aachen University.  ...  Integration in the Living Lab The floor is one component of a Living Lab " The Future care Lab" (Member of the European Network of Living Labs [7] ) that is being build at the Human Technology Centre  ... 
doi:10.1007/978-3-642-20865-2_27 fatcat:jh456lvw7ng57ooregd3s7spsu

Naturalistic hyperscanning with wearable magnetoencephalography [article]

Niall Holmes, Molly Rea, Ryan M Hill, Elena Boto, Andrew Stuart, James Leggett, Lucy J Edwards, Natalie Rhodes, Vishal Shah, James Osborne, T Mark Fromhold, Paul M Glover (+3 others)
2021 bioRxiv   pre-print
This approach exploits quantum sensors for MEG signal detection, in combination with high-fidelity magnetic field control – afforded by a novel "matrix coil" system – to enable simultaneous scanning of  ...  We demonstrate our approach in a somatosensory task and an interactive ball game.  ...  We also thank Magnetic Shields Limited who designed and constructed our OPM-optimised magnetically shielded room. This work was supported by the UK Quantum Technology Hub in Sensing  ... 
doi:10.1101/2021.09.07.459124 fatcat:vepuponbizavrlj3hfaxyvhckm

Cartesian Control of a Cable-Driven Haptic Mechanism [chapter]

Martin J.D., Vincent Duchaine, Greg Billette, Simon Perreault, Clement Gosselin, Denis Laurendeau
2010 Advances in Haptics  
Bradford McFadyen for the gait trajectory data used in the simulation.  ...  Acknowledgment The authors would like to thank CIRRIS (Centre interdisciplinaire de recherche en réadaptation et intégration sociale) and Dr.  ...  The overall control algorithm process has a safety manager with an error handler that was designed with the help of a risk study.  ... 
doi:10.5772/8705 fatcat:jd437bhbijdupjzigmas4l5glm

Movement-based interaction in camera spaces: a conceptual framework

Eva Eriksson, Thomas Riisgaard Hansen, Andreas Lykke-Olesen
2006 Personal and Ubiquitous Computing  
Based on our work with several movementbased projects we present four selected applications, and use these applications to leverage our discussion, and to describe our three main concepts space, relations  ...  In this paper we present three concepts that address movement-based interaction using camera tracking.  ...  Each person entering the floor and the camera space is provided with a cursor in the shape of a ''magnifying lens'' oriented and positioned in front of the user turning towards the centre of the floor.  ... 
doi:10.1007/s00779-006-0134-z fatcat:wjbehe3hxvbrllopfu52f4s4a4
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