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Introducing tangible objects into motion controlled gameplay using Microsoft (R) Kinect TM
Date
2013-05-01
Author
Bozgeyikli, Gamze
Bozgeyikli, Evren
İşler, Veysi
Metadata
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Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
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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. In this study, a tangible gameplay interaction method is developed using Microsoft ®; Kinect™ that senses hand‐held objects with their dimensions and incorporates them into gameplay. Proposed algorithm is implemented on an experimental game, and a user study is performed to measure effects of tangible interaction on Kinect gameplay experience. Results revealed that an improved gameplay with more natural and accurate motion controlling is achieved. Copyright © 2013 John Wiley & Sons, Ltd.
Subject Keywords
Software
,
Computer Graphics and Computer-Aided Design
URI
https://hdl.handle.net/11511/52010
Journal
COMPUTER ANIMATION AND VIRTUAL WORLDS
DOI
https://doi.org/10.1002/cav.1513
Collections
Graduate School of Natural and Applied Sciences, Article
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G. Bozgeyikli, E. Bozgeyikli, and V. İşler, “Introducing tangible objects into motion controlled gameplay using Microsoft (R) Kinect TM,”
COMPUTER ANIMATION AND VIRTUAL WORLDS
, pp. 429–441, 2013, Accessed: 00, 2020. [Online]. Available: https://hdl.handle.net/11511/52010.