Sunday, May 9, 2010

3D Gesture Recognition for Game Play Input

The authors sought to use gestures to provide intuitive and natural input mechanics for games. They created a game called Wiizard, where the goal is to cause as much damage to an enemy while taking a little damage.. The users cast spells by performing gestures. The gestures are placed in a queue, which is released when the user cast the spell. They created a user interface with a bar revealing the state of all gestures available to the user, the playing field and the queue for each player. The software uses a Wii controller, the gesture recognition system and a graphical game implementation. Each gesture is a collection of observation, and they use the accelerometer data from the Wii controller. They created a separate HMM for each gesture to be recognized. THe probability of a gesture is the distribution of the observations and the hidden states.

The user study consisted of 7 users performing the images from the game over 40 times each. 90% recognition with 10 states, over 93% with 15.

Discussion
I think this is a unique method for game interaction, which is similar to how our project is going. However, 40 times per gesture seems a bit excessive. Also, they said that the user interface had both queues on it. That may be confusing. I wonder how this would work with fewer training data.

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Louis Kratz, Matthew Smith, Frank J. Lee. Wizards:3D Gesture Recognition for Game Play Input. FuturePlay 2007.

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