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Head-coupled perspective in computer games

Wybrane pełne teksty z tego czasopisma
Identyfikatory
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
This work presents the new method of interaction in computer application, especially firstand third-person player games. The new control technique called “Head-Aim” is based on Head-Coupled Perspective imagery method and can be used as an independent method of aiming in games as alternative to conventional targeting (with use of popular control devices like computer mouse or gamepad) or combined with them, extending their functionality and interaction realism. Proposed pointing method can also be used in non-game application to allow people control them even if they are unable to use regular control devices. Effectiveness of Head-Aim technique was compared with convetional methods of aiming in specially designed game named “Facepace”. Promising results of these tests are presented. Also a robust, fast and computationally cheap method of head tracking is proposed. Presented algorithm combines background subtrakction and new color-based tracking method enabling tracking user’s head under various lightning conditions. Method allows Head-Coupled Perspective technique to be performed without latencies even with use of a low quality webcam and enables viewing scene in 3D (and use of presented Head Aim method) on every machine, without use of glasses or special devices.
Rocznik
Strony
165--179
Opis fizyczny
Bibliogr. 10 poz.
Twórcy
  • Lodz University of Technology, Institute of Information Technology, Wólczańska 215, 90-924 Łódź, Poland
  • Lodz University of Technology, Institute of Information Technology, Wólczańska 215, 90-924 Łódź, Poland
Bibliografia
  • [1] Ware, C., Arthur, K., and K.S, B., Fish tank virtual reality , In: INTERCHI’93 Conference Proceedings, 1993, pp. 37–42.
  • [2] Wright, E., Connolly, P. E., Sackley, M., McCollom, J., Malek, S., and Fan, K., A comparative analysis of Fish Tank Virtual Reality to stereoscopic 3D imagery , In: 67th Midyear Meeting Proceedings, 2012, pp. 37–45.
  • [1] Ware, C., Arthur, K., and K.S, B., Fish tank virtual reality , In: INTERCHI’93 Conference Proceedings, 1993, pp. 37–42.
  • [2] Wright, E., Connolly, P. E., Sackley, M., McCollom, J., Malek, S., and Fan, K., A comparative analysis of Fish Tank Virtual Reality to stereoscopic 3D imagery , In: 67th Midyear Meeting Proceedings, 2012, pp. 37–45.
  • [3] Wang, S., Xiong, X., Xu, Y., Wang, C., Zhang, W., Dai, X., and Zhang, D., Face-tracking as an augmented input in video games: enhancing presence, role-playing and control , In: SIGCHI Conference on Human Factors in Computing Systems, 2006, p. 1097–1106.
  • [4] Sherstyuk, A. and Treskunov, A., Head tracking for 3D games: Technology evaluation using CryENGINE2 and faceAPI , In: Virtual Reality (VR), 2013 IEEE, 2013, pp. 67–68.
  • [5] Rekimoto, J., A vision-based head tracker for fish tank virtual reality-VR without head gear , In: Virtual Reality Annual International Symposium, 1995. Proceedings., 1995, pp. 94–100.
  • [6] Lee, J., Hacking the Nintendo Wii Remote , In: Pervasive Computing, IEEE, Vol. 7, 2008, pp. 39–45.
  • [7] Lopez, M., Hannuksela, J., Silven, O., and F., L., Head-tracking virtual 3D display for mobile devices , In: Computer Vision and Pattern Recognition Workshops (CVPRW), 2012 IEEE Computer Society Conference, 2012, pp. 27–34.
  • [8] Greuter, S. and Roberts, D., Controlling Viewpoint from Markerless Head Tracking in an Immersive Ball Game Using a Commodity Depth Based Camera , In: Distributed Simulation and Real Time Applications (DS-RT), 2011 IEEE / ACM 15th International Symposium, 2011, pp. 64–71.
  • [9] Betke, M., Gips, J., and Fleming, P., The Camera Mouse: visual tracking of body features to provide computer access for people with severe disabilities , In: Neural Systems and Rehabilitation Engineering, IEEE Transactions, Vol. 10, 2002, pp. 1–10.
  • [10] Tu, J.; Huang, T. H. T., Face as mouse through visual face tracking , In: Computer and Robot Vision, 2005. Proceedings. The 2nd Canadian Conference on Computer and Robot Vision, 2005, pp. 339–346.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-e51421a1-e081-4566-ad67-607e0f0e414a
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