This paper presents Kick Ass Kung-Fu, a martial arts game installation where the player fights virtual enemies with kicks and punches as well as acrobatic moves such as cartwheels. Using real-time image processing and computer vision, the video image of the user is embedded inside 3D graphics. Compared to previous work, our system uses a profile view and two displays, which allows an improved view of many martial arts techniques. We also explore exaggerated motion and dynamic slow-motion effects to transform the aesthetic of kung-fu movies into an interactive, embodied experience. The system is described and analyzed based on results from testing the game in a theater, in a television show, and in a user study with 46 martial arts practitioners.
________________________________________________________________________________Despite the growing popularity of physically interactive game-playing, no user studies have been conducted on dance gaming (one of the most popular forms of playing via full-body movements). An online questionnaire was used to study various factors related to Dance Dance Revolution (DDR) gaming. In total, 556 respondents from 22 countries of ages 12 to 50 filled in a questionnaire which examined the players' gaming background, playing styles and skills, motivational and user experience factors, social issues, and physical effects of dance gaming, and taking part in dance-gaming related activities. The results show that playing DDR has a positive effect on the social life and physical health of players, as it improves endurance, muscle strength and sense of rhythm, and creates a setting where new friends can be found.
This paper describes the use of the Wizard of Oz (WOz) method in the design of computer vision based action games controlled with body movements. A WOz study was carried out with 34 children of ages 7 to 9 in order to find out the most intuitive movements for game controls and to evaluate the relationship between avatar and player actions. Our study extends the previous Wizard of Oz studies by showing that WOz prototyping of perceptive action games is feasible despite the delay caused by the wizard. The results also show that distinctive movement categories and gesture patterns can be found by observing the children playing games controlled by a human wizard. The approach minimizes the need for fully functional prototypes in the early stages of the design and provides video material for testing and developing computer vision algorithms, as well as guidelines for animating the game character.
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