Introducing rolling axis into motion controlled gameplay as a new degree of freedom using Microsoft Kinetic

Download
2012
Bozgeyikli, Evren C
Motion controlling is a rapidly improving area of game technologies. In the last few years, motion sensing devices for video games such as Nintendo Wii, Microsoft Kinect for Xbox 360 and Sony PlayStation Move have gained popularity among players with many compatible motion controlled games. Microsoft Kinect for Xbox 360 provides a controller free interaction system in which the player controls games by using only body movements. Although Kinect provides a natural way of interaction, rolling action of body joints are not recognized within the standard motion sensing scope of the tool. Aim of this thesis is to provide an improved gameplay system with an increased degree of freedom by introducing rolling axis of movement using Microsoft Kinect for Xbox 360 for motion sensing. This improved gameplay system provides the players a more natural and accurate way of motion controlled interaction, eliminating unnatural gestures that are needed to be memorized to compensate for lacking of the roll movement recognition.

Suggestions

Introducing tangible objects into motion controlled gameplay using Microsoft Kinect
Bozgeyikli, L. Gamze; İşler, Veysi; Department of Modeling and Simulation (2012)
Recent years have witnessed great improvements in ways of game controlling yielding to higher level of interaction. Release of motion controller devices radically changed the conventional ways of interaction that have been used for controlling games so far, also giving developers the opportunity of exploring various new possible ways of interaction. One of these off the shelf tools, Microsoft Kinect for Xbox 360, recognizes motions of the players as game controlling inputs. Although touchless interaction is...
Theory of action phases in video games: effects of deliberative and implemental mindset differences in video game design
Kosa, Mehmet; Uysal, Ahmet; Department of Game Technologies (2016)
With the proliferation of the technologies that enable and drive video gaming domain, the effects of and motivation for gaming has gained much attention from the research point of view. In this thesis, “Mindset Theory of Action Phases” is transferred to the video gaming domain and was tested to observe if mindsets are affecting player’s performances, enjoyment or their predictions about their performances. According to the theory, people tend to be in a certain cognitive orientation that also affects them b...
A script based modular game engine framework for augmented reality applications
Kuru, Muhammed Furkan; Can, Tolga; Department of Computer Engineering (2009)
Augmented Reality (AR) is a technology which blends virtual and real worlds. The technology has various potential application domains such as broadcasting, architecture, manufacturing, and entertainment. As the tempting developments in AR technology continues, the solutions for rapid creation of AR applications become crucial. This thesis presents an AR application development framework with scripting capability as a solution for rapid application development and rapid prototyping in AR. The proposed AR fra...
Data-driven and anisotropic tearing for cloth simulation
Karaöz, Mustafa Mert; İşler, Veysi; Department of Game Technologies (2015)
Cloth simulations improve realism of video games by extending interactivity of virtual environment and characters. Cloth is a heterogeneous material and it has anisotropic features which can increase immersion especially in a tearing scenario. Today, most video games ignore this fact mainly due to its complexity. However, style of the final output is highly valuable for video games and addition of anisotropic tearing can improve output quality. Shape of cloths can change, meaning that relative distance of t...
Introducing tangible objects into motion controlled gameplay using Microsoft (R) Kinect TM
Bozgeyikli, Gamze; Bozgeyikli, Evren; İşler, Veysi (Wiley, 2013-05-01)
Improvements in ways of game controlling in recent years yielded higher level of interaction. Release of motion controller devices changed conventional ways of controlling games that have been used so far. Microsoft ®; Kinect™ (Microsoft Corporation, WA, USA) recognizes motions of the players as game controlling inputs. Although touchless interaction is perceived to be attractive, games mimicking real life activities may benefit from hand‐held tangible objects for the player to get more involved into game. ...
Citation Formats
E. C. Bozgeyikli, “Introducing rolling axis into motion controlled gameplay as a new degree of freedom using Microsoft Kinetic,” M.S. - Master of Science, Middle East Technical University, 2012.