2006
DOI: 10.1145/1178418.1178429
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Design of a body-driven multiplayer game system

Abstract: We have designed and evaluated a novel multiplayer game system using just one top-view camera. With the proposed system, player avatar movement can be directly mapped to the physical movement of the player, accompanied by additional hand gestures triggering more complex actions. This article presents a study of the concepts of body-driven multiplayer games using the proposed system. We have created four different test games using human-centered design (HCD). We describe both the computer vision- based implemen… Show more

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Cited by 21 publications
(14 citation statements)
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“…Each gesture consists of two rapid successive movements. Performing them feels natural and is relatively simple, which is in line with common gesture recognition criteria [1]. Therefore, we developed a game concept, in which the primary interaction (hitting opponents) can either be initiated by conventional mouse clicks or by mimicking the character's attack animation, moving the Wii-Remote® device (which required implementation).…”
Section: Game Analysis and Gesture Designmentioning
confidence: 98%
See 1 more Smart Citation
“…Each gesture consists of two rapid successive movements. Performing them feels natural and is relatively simple, which is in line with common gesture recognition criteria [1]. Therefore, we developed a game concept, in which the primary interaction (hitting opponents) can either be initiated by conventional mouse clicks or by mimicking the character's attack animation, moving the Wii-Remote® device (which required implementation).…”
Section: Game Analysis and Gesture Designmentioning
confidence: 98%
“…In the present study it was empirically tested whether technology realizing embodied gestures (e.g., Wii-Remote® control) may also affect psychological parameters more strongly than is the case with standard forms of interaction (i.e., keyboard and mouse) 1 . In particular, we were interested in aggression-related effects of violent video games: does performing realistic striking movements aimed at killing in-game opponents lead to greater levels of aggression than simply clicking a mouse button for the same purpose?…”
Section: Introductionmentioning
confidence: 99%
“…One of the earliest application examples of noninstrumented body tracking is the KidsRoom (Bobick et al 1999), an interactive playspace simulating a children's bedroom where young children are guided through an adventure story. More recently, Laakso and Laakso (2006) developed a multiplayer game system using one top-view camera where player motion is mapped to digital character 2D motion. Another very popular contemporary example are interactive floorsphysical sensor-based, like Magic Carpet (Paradiso 1997) or vision-based, e.g., iGameFloor (Grønbaek et al 2007)-which are mainly being used for playing games.…”
Section: Background and Related Workmentioning
confidence: 99%
“…Interpreting movements or postures of the arms or the whole body is also usual. A body-driven multiplayer game system [Laakso & Laakso 2006] uses 8 postures of the two arms viewed from above, plus player location, to design and test the interaction in several games. Going further, tests with both functional prototypes and Wizard of Oz prototypes indicate that body movement patterns (such as running, swimming or flying), rather than specific gestures or trajectories, may be used to trigger similar actions on game characters [Hoysniemi et al 2005].…”
Section: Related Workmentioning
confidence: 99%