Smart glasses, such as Google Glass, provide alwaysavailable displays not offered by console and mobile gaming devices, and could potentially offer a pervasive gaming experience. However, research on input for games on smart glasses has been constrained by the available sensors to date. To help inform design directions, this paper explores userdefined game input for smart glasses beyond the capabilities of current sensors, and focuses on the interaction in public settings. We conducted a user-defined input study with 24 participants, each performing 17 common game control tasks using 3 classes of interaction and 2 form factors of smart glasses, for a total of 2448 trials. Results show that users significantly preferred non-touch and non-handheld interaction over using handheld input devices, such as in-air gestures. Also, for touch input without handheld devices, users preferred interacting with their palms over wearable devices (51% vs 20%). In addition, users preferred interactions that are less noticeable due to concerns with social acceptance, and preferred in-air gestures in front of the torso rather than in front of the face (63% vs 37%).
We propose in this paper a cross-layer link adaptation (CLLA) scheme that uses the number of successful transmissions, the number of transmission failures, and the channel information from the physical layer to determine proper transmission parameters for subsequent medium accesses. In order to improve the throughput of a wireless local area network, dynamic link adaptation schemes can be applied so that the signal and protocol parameters can be adjusted as the radio link conditions change, according to the quality of a wireless channel. Receiver's signal-to-noise ratio (SNR) and received signal level (RSL) are two critical performance parameters that vary with time due to path loss, shadowing effect, multi-path fading and interference. Hence, according to the SNR and RSL of the latest received frame, a link adaptation scheme can quickly respond to the channel variation and suitably adjust parameters for transmissions. The CLLA scheme lets frames be transmitted at the highest available data rate using proper medium access methods to achieve high throughput. Simulation results show that the CLLA scheme performs well in throughput in practical mobile environments.
Figure 1: We implement multiple possible control methods for "Glass Shooter". (A) Our demos uses head mounted gyroscope to control the first-person viewport. (B) We designed a set of gestures on the touchpad strip: Players can move forward by touching the front half of the touchpad, and move backward by touching the rear half. Weapons can be fired by using taps. (C) Smartphones as virtual controller: two virtual joysticks and buttons to move and to change the viewport and to fire weapons; (D) Considering smart phone as a small gun: the player can use her phone orientation to aim the target.
ABSTRACTSmart Glasses offer the opportunity to use head mounted sensors, such as gyroscope and accelerometers, to enable new types of game interaction. To better understand game play experience on Smart Glasses, we recruited 24 participants to play four current games on Google Glass that uses different interaction methods, including gyroscope, voice, touchpad, and in-air gesture. Study results showed that participants were concerned with comfort and social acceptance. Also, their favorite input method was gyroscope, and their favorite game type was First-Person Shooter (FPS) game. Hence, we implemented a FPS game on Google Glass using gyroscope for changing the viewport, and divide FPS controls into four categories: (a)Viewport Control, (b)Aim Control, (c)Fire Control, (d) Move Control. We implemented multiple control method in each category to evaluate and explore glass game control design.
Body language is an expressive form of communication that transcends language barriers, and can range from subtle to outrageous. We have designed Mute Robot, a game in which 2 players must cooperate to solve a series of puzzle challenges by communicating through body language only. Kinect devices are used to capture players' posture and movement, which are then shared between two partners who are playing at two different physical locations. Mute Robot is designed to connect people across the globe who otherwise would not be able to communicate via a common language. Our 16-person user study showed that body language is practical and entertaining, with 2/3 of the players reported that they could understand the other player's body language well.
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