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David Bannach, Oliver Amft, Kai S. Kunze, Ernst. A. Heinz, Gerhard Tröster, and Paul Lukowicz. Waving Real Hand Gestures Recorded by Wearable Motion Sensors to a Virtual Car and Driver in a Mixed-Reality Parking Game. In CIG 2007: Proceedings of the 2nd IEEE Symposium on Computational Intelligence and Games, pp. 32–39, IEEE Press, April 2007.
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 immersive 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 3-D 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 -- sufficent 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.
@INPROCEEDINGS{Bannach2007-P_CIG,
author = {David Bannach and Oliver Amft and Kai S. Kunze and Ernst. A. Heinz
and Gerhard Tr\"oster and Paul Lukowicz},
title = {Waving Real Hand Gestures Recorded by Wearable Motion Sensors to
a Virtual Car and Driver in a Mixed-Reality Parking Game},
booktitle = {CIG 2007: Proceedings of the 2nd IEEE Symposium on Computational
Intelligence and Games},
year = {2007},
editor = {Alan Blair and Sung-Bae Cho and Simon M. Lucas},
pages = {32--39},
month = {April},
publisher = {IEEE Press},
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 immersive 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 3-D 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 -- sufficent 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.},
doi = {10.1109/CIG.2007.368076},
file = {Bannach2007-P_CIG.pdf:Bannach2007-P_CIG.pdf:PDF},
keywords = {Game Control, Gesture Recognition, Immersive Human-Computer Interaction,
Java-3D, Mixed Reality, Motion Sensors, Wearable Computing},
owner = {oam},
timestamp = {2007/04/18}
}
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