Abstract: "Serious games
can help
to improve efficacy of
motor
rehabilitation
especially in a home environment. We introduce
"
The Sorcerer's Apprentice"
,
a serious game
improving strength
and mobility of the shoulder area
targeting
support
of
supervised
phy
siotherapy
.
It proposes a customizable
environment
for
supplementary exercises in the context of rehabilitation for
a
one
-
sided Shoulder
-
Impingement
-
Syndrome.
We
introduce
the
medical background of the shoulder impingement syndrome,
how the game aims to im
prove the health status of the patients
through
several options of
exercises and how these exercises are
embedded into the flow of game play. We will further explain
how motivational factors are implemented and which additional
factors were relevant in the
design
process. As the game makes
use of motion tracking for input, we utilized
Microsoft Kinect as
a low
-
cost IO
device suitable for a
home
-
environment use case. "
Abstract: "D video games are getting popular in the world with the availability of advanced graphic cards, high
processing p
ower computers, high speed internet and smart sensing devices ranging from general mouse
to Microsoft Kinect. OpenGL is a popular graphics processing framework and it is being used by many
famous 3D video game design software as the back end framework. In
this paper we present our
experience with OpenGL based C++ implementation of a 3D first person shooting game. 3D
environment building, navigating, character animation, lighting, sound and shooting is described.
Specially OpenGL based concepts are discussed
for clear understanding of the concepts."
Abstract: "In recent years videogame companies have recognized the role of player engagement as a major factor in user experience and enjoyment. This en-couraged a greater investment in new types of game controllers such as the WiiMote™, Rock Band™ instruments and the Kinect™. However, the native software of these controllers was not originally designed to be used in other game applications. This work addresses this issue by building a middleware framework, which maps body poses or voice commands to actions in any game. This not only warrants a more natural and customized user-experience but it al-so defines an interoperable virtual controller. In this version of the framework, body poses and voice commands are respectively recognized through the Ki-nect's built-in cameras and microphones. The acquired data is then translated into the native interaction scheme in real time using a lightweight method based on spatial restrictions. The system is also prepared to use Nintendo's Wiimote™ as an auxiliary and unobtrusive gamepad for physically or verbally impractical commands. System validation was performed by analyzing the per-formance of certain tasks and examining user reports. Both confirmed this ap-proach as a practical and alluring alternative to the game's native interaction scheme. In sum, this framework provides a game-controlling tool that is totally customizable and very flexible, thus expanding the market of game consumers."
Abstract: "ideo games and other applications using off
-
the
-
shelf tracking
devices often take a simple approach to gesture and pose
recognition:
a recognized gesture is always mapped to the same
action
. This approach
basically turns a gesture into a binary button
pre
ss and
misses much of the nuance implicit in natural gestures.
In this paper we explore
,
in a game design setting
,
the use of
continuous 3D gesture sequences where
in
attributes of individual
gestures, such as speed, direction,
etc., combine to influence th
e
r
esult of the sequence as a whole
.
We present Pixelbending, a
game demo
built using the Microsoft Kinect and Unreal
Developers Kit (UDK)
in which the player performs Tai Chi
inspired movements to control water. Designed with the goal
of
creating a fun an
d engaging 3D game experience built
on a
nuanced gesture set, the demo was well received by many players
of different ages and sizes. Through the development process we
encountered challenges to working with off
-
the
-
shelf devices."
Abstract: "Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it? In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociologic
Abstract: "Mobile gaming is a big driver of app marketplaces. However,
few mobile games deliver truly distinctive gameplay experi-
ences for ad hoc collocated users. As an example of such an
experience, consider a sword ght dual between two users
facing each other where each user's phone simulates a sword.
With phone in hand, the users' thrusts and blocks translate
to attacks and counterattacks in the game. Such Phone-to-
Phone Mobile Motion Games (MMG) represent interesting
and novel gameplay for ad hoc users in the same location.
One enabler for anMMG game like sword ght is continuous,
accurate distance ranging. Existing ranging schemes cannot
meet the stringent requirements of MMG games: speed, ac-
curacy and noise robustness. In this work, we design FAR,
a new ranging scheme that can localize at 12Hz with 2cm
median error while withstanding up to 0dB noise, multipath
and Doppler eect issues. Our implementation runs on com-
modity smartphones and does not require any external in-
frastructure. Moreover, distance measurement accuracy is
comparable to that of Kinect, a xed-infrastructure motion
capture system. Evaluation on users playing two prototype
games indicate that FAR can fully support dynamic game
motion in real-time."
Abstract: "Combiform is a novel digital gaming console featuring four combinable handheld controllers. It is a new and unique tangible gaming interface that stresses the importance of co-located, co-attentive social interactions among players. In particular, multiple players may freely combine and lock together their handheld game controllers, thereby creating a very flexible collective and transformable tangible interface. Combiform emphasizes social interaction through controller-to-controller contact. The platform and its 10 games introduce novel, tangible and physical co-attentive experiences that are not found in traditional co-located gaming platforms using mimetic interfaces (e.g. Nintendo Wii and Microsoft Kinect). The project is the first game console especially designed for a new emerging digital game genre - Communal Casual Game. The new game genre captures a perspective of integrating classical folk game design approach with digital elements"