OHAYO players

OHAYO players
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奥哈约球员

DOI:
10.1145/1186194.1186205
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发表时间:
2004
期刊:
International Conference on Computer Graphics and Interactive Techniques
影响因子:
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通讯作者:
Masayoshi Boku
Masayoshi Boku
中科院分区:
--
文献类型:
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作者:
Kampei Baba;Mitsuhiro Oga;Y. Nodera;Ken'ichiro Tanaka;Haruyuki Imai;Jun Kitazawa;Masayoshi Boku

文献摘要

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围绕运动水平建立的想法使得能够通过一个人的身体来操作角色。这个想法成为我们通过直播比赛在网络上用户之间新的沟通方式之一。有了这两个特点,就不会有年龄、语言上的障碍。目前,这款游戏不仅在日本,而且在全世界都很受欢迎。今年夏天,还将使用相同的游戏引擎为幼儿举办比赛。该游戏利用活动级别,从而对网络摄像头检测到的运动量进行参数化。通过使用活动级别,系统通过网络摄像头检测用户执行的动作,并允许通过这些用户动作来操作角色。
The idea built around motion level enables to operate characters by one's body. This idea became one of our new communication method on the web between users by live broadcasting the game. With these two features, there will be no barriers in terms of age or language. Currently this game is not only enjoyed in Japan, but all over the world. This summer, there will be contests for young children using the same game engine as well. This game utilizes activity level, whereby the volume of motion detected by the webcam is parameterized. By using activity level, the system through the webcam detects movements performed by the user, and allow the characters to be operated by these user movements.