Proceedings of the 2007 Conference on Future Play - Future Play '07 2007
DOI: 10.1145/1328202.1328210
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Sensor networks as video game input devices

Abstract: In this work we are motivated by creating a network of sensors that can be used as input devices for video games. Our goal is to create an inexpensive network of off-the-shelf sensors that are used to force proper movement and engagement of the player. Our experience shows that a distributed set of sensors around the body prevents the player from cheating the system by using motion of the device alone to trick the system. In this work we show that a relatively simple sensor network configuration can enforce pr… Show more

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Cited by 26 publications
(25 citation statements)
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References 11 publications
(10 reference statements)
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“…Accelerometers are able to provide information on their angle of inclination with respect to the downwards direction by sensing the acceleration due to gravity. Unfortunately they are unable to distinguish between this gravitational force and actual accelerations [17]. While double integration may be performed to obtain positional information, noise makes this extremely difficult and imprecise, even with extensive filtering [18].…”
Section: ) Biomechanical Sensorsmentioning
confidence: 99%
See 1 more Smart Citation
“…Accelerometers are able to provide information on their angle of inclination with respect to the downwards direction by sensing the acceleration due to gravity. Unfortunately they are unable to distinguish between this gravitational force and actual accelerations [17]. While double integration may be performed to obtain positional information, noise makes this extremely difficult and imprecise, even with extensive filtering [18].…”
Section: ) Biomechanical Sensorsmentioning
confidence: 99%
“…The sensor network for active play (SNAP) system made use of four accelerometers located on the wrists and knees to determine a player's pose [17][28] [29]. Incorporating the whole body in this way allowed them to avoid the cheating issues seen with the Wii, where players can simulate full body motions with simple wrist flicks.…”
Section: A Dance Gamesmentioning
confidence: 99%
“…This allows a training by example process followed by a recognition process from samples that are gathered a posteriori the training phase. For more detailed description on HMMs and the formalized solution to the training and recognition tasks, the readers are referred to [1].…”
Section: Hmm Theory and Our Hmm Setupmentioning
confidence: 99%
“…Nintendo has had great commercial success with their Wii gaming console, which makes use of a motion sensing game controller. [1] This allowed players to do things like swing their arm to play tennis or draw back their arm to fire an arrow. This was a new way to play video games that people had not experienced before.…”
Section: Introductionmentioning
confidence: 99%
“…As a result, pervasive sensing technologies to monitor physical activity have become increasingly prevalent [13], particularly through the usage of body-wearable sensor networks [14]- [16]. This has led to the usage of these accelerometer systems particularly to provide input from the human body to video games [17]. Exergaming, through the use of pervasive body-wearable sensor or camera-based systems, has been further evaluated to see if it can reduce sedentary behavior and increase exercise in children and adults alike, both healthy and obese [6], [18].…”
Section: Introductionmentioning
confidence: 99%