Waving Real Hand Gestures Recorded by Wearable Motion Sensors to a Virtual Car and Driver in a Mixed-Reality Parking Game

Waving Real Hand Gestures Recorded by Wearable Motion Sensors to a Virtual Car and Driver in a Mixed-Reality Parking Game
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在混合现实停车游戏中向虚拟汽车和驾驶员挥动由可穿戴运动传感器记录的真实手势

DOI:
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发表时间:
2007
期刊:
2007 IEEE Symposium on Computational Intelligence and Games
影响因子:
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通讯作者:
P. Lukowicz
P. Lukowicz
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文献类型:
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作者:
D. Bannach;O. Amft;K. Kunze;E. A. Heinz;G. Tröster;P. Lukowicz

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我们设想将上下文感知和环境智能添加到一般的教育娱乐和计算机游戏应用中。这需要混合现实设置和更高水平的沉浸式人机交互。在这里,我们专注于自动识别的自然人类手势记录的廉价,可穿戴的运动传感器。为了研究我们方法的可行性,我们选择了一个具有3D图形的教育停车游戏,该游戏采用运动传感器和手势作为其唯一的游戏控制。我们的实现原型是基于Java-3D的图形显示和我们自己的CRN的传感器集成。它在实践中表现出非常有希望的结果,包括游戏吸引力、玩家满意度、可扩展性、与传感器接口的易用性,以及最后但并非最不重要的实时手势识别的足够准确性,以实现流畅的游戏控制。初步的定量性能评估证实了这些概念,并为我们的设置提供了进一步的支持
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 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