2014
DOI: 10.1007/978-3-319-07227-2_61
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Improving In-game Gesture Learning with Visual Feedback

Abstract: Abstract. This paper presents a research work on gesture recognition and feedback to reduce the learning time of new gestures and to augment user performance in a game application. A Wiimote controlled space shooter game, GeStar Wars, has been developed. The player controls a spaceship through the buttons in the controller, while forearm gestures can be used to perform special actions. Gesture strokes are mapped in a 3x3 grid and are differentiated according to the path of the covered grid cells. In-game visua… Show more

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Cited by 2 publications
(1 citation statement)
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“…Moreover if the system monitors the performance of the user, the system can judge that feedback and/or feedforward is no longer needed [2]. For the case of a sustained mode, we can further refine the termination: • Termination: The mode can be sustained as a quasimode (e.g., releasing a dedicated button to make the guide disappear [26]) or can be persistent (e.g., clicking on a 'close' button on screen [6]). …”
Section: Modementioning
confidence: 99%
“…Moreover if the system monitors the performance of the user, the system can judge that feedback and/or feedforward is no longer needed [2]. For the case of a sustained mode, we can further refine the termination: • Termination: The mode can be sustained as a quasimode (e.g., releasing a dedicated button to make the guide disappear [26]) or can be persistent (e.g., clicking on a 'close' button on screen [6]). …”
Section: Modementioning
confidence: 99%