Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
Introducing rolling axis into motion controlled gameplay as a new degree of freedom using Microsoft Kinetic
Download
index.pdf
Date
2012
Author
Bozgeyikli, Evren C
Metadata
Show full item record
Item Usage Stats
222
views
109
downloads
Cite This
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.
Subject Keywords
Computer games
,
Video games
,
Microsoft software.
,
Computer software.
,
Simulation games.
,
Computer algorithms.
URI
http://etd.lib.metu.edu.tr/upload/12614606/index.pdf
https://hdl.handle.net/11511/21749
Collections
Graduate School of Informatics, Thesis
Suggestions
OpenMETU
Core
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 Novel broad-phase continuous-time collision detection algorithm
Kaya, Tarık; Hacıhabiboğlu, Hüseyin; Department of Game Technologies (2016)
Today’s game development tools rely on realistic physics simulation more than ever. Physics simulation is a highly sophisticated subject, which can be approached from various angles, because of the impossibility of exact simulation. The impossibility of exact simulation for real world physics comes from the requirements of infinite precision, resolution and therefore infinite computational power. Hence the main aim of game physics simulations is making the game-world seem as physically realistic as feasible...
Improving the sight efficiency of visually impaired people with games that can be played with motion capture systems
Konya, Oğuz; Çağıltay, Kürşat; Department of Game Technologies (2014)
This thesis researches whether the life skills and eye-body coordination of the visually impaired children can be improved through the use of video games which use motion capture system as input. It also researches what kind of video games can be developed and how they can be used in order to provide benefit to visually impaired children. This study was conducted as a mix of qualitative and quantitative studies. It was carried out in six phases. In the first phase, the psychomotor development areas of the v...
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
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
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.