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Playing into the wild: A gesture-based interface for gaming in public spaces

机译:在野外玩耍:基于手势的界面,用于在公共场所玩游戏

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Gestural-based interfaces have become one of the fundamental technologies that can determine the success of new computer games. In fact, computer games today offer interaction paradigms that go well beyond the use of remote controls, letting players directly perform exchanges with the objects and characters that compose the virtual worlds that are displayed in front of them. To perform such exchanges, new algorithms and technologies have been devised which include advanced visual recognition schemes, new video cameras and accelerometer sensors. At the same time, other important trends are also quietly emerging in the same domain: game designers, in fact, are slowly shifting their attention out of the walls of gaming fanatics homes, broadening their interests to computer games that can be played in public spaces, as exhibitions and museums. However, to the best of our knowledge, only a very limited amount of research experiences have taken into account the problem of producing computer games, based on gesture-based interfaces that well suit such settings. Hence, in this paper we address the problem of differentiating the design of a gesture-based interface for a console from the problem of designing it for a public space setting. Moreover, we will show that within a public space, it is possible to narrow down the vision algorithms that can well support the recognition of complex actions, whereas solely relying on a simple webcam. In particular, we will describe the design and implementation of an interface that well suits public immersive scenarios, since it is based on a simple and efficient set of algorithms which, combined with the intelligence given by the knowledge of the context of where a game is played, leads to a fast and robust interpretation of hand gestures. To witness this last aspect, we will report on the results obtained from the deployment of a computer game we specifically developed for public spaces, termed Tortellino X-Perience, which has been enjoyed by hundreds of visitors at the 2010 Shanghai World Expo.
机译:基于手势的界面已成为确定新计算机游戏成功的基本技术之一。实际上,当今的计算机游戏所提供的交互范例已经远远超出了使用远程控制的范围,使玩家可以直接与构成显示在其前面的虚拟世界的对象和角色进行交换。为了进行这种交换,已经设计了新的算法和技术,包括先进的视觉识别方案,新的摄像机和加速度传感器。同时,其他重要趋势也在同一领域悄然兴起:事实上,游戏设计师正在将注意力从游戏爱好者的家墙中逐渐转移出来,将他们的兴趣扩展到可以在公共场所玩的计算机游戏中,作为展览和博物馆。但是,据我们所知,基于非常适合此类设置的基于手势的界面,只有非常有限的研究经验考虑了制作计算机游戏的问题。因此,在本文中,我们解决了将控制台的基于手势的界面的设计与为公共空间设置进行设计的问题区分开的问题。此外,我们将证明,在公共空间中,有可能缩小可以很好地支持识别复杂动作的视觉算法,而仅依靠简单的网络摄像头。特别是,我们将描述非常适合公众沉浸式场景的界面的设计和实现,因为该界面基于一套简单有效的算法,并结合了游戏所处环境的知识所提供的智能。播放后,可快速,可靠地解释手势。为了见证这最后一个方面,我们将报告部署专门为公共场所开发的名为Tortellino X-Perience的计算机游戏所获得的结果,该游戏在2010年上海世博会上受到数百名参观者的欢迎。

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