Title
Why Not with the Foot?
Abstract
The evolution of graphics hardware in the past decade has made it possible to generate scenes in computer games with a high degree of realism, which in turn, requires richer interactions. However, while the number and complexity of possible interactive tasks increases, the motor capabilities of humans remains almost constant. One solution for this issue is to use other communication strategies. In this paper, we explore the foot as an interaction channel and demonstrate its viability to accomplish different tasks. We also show that interaction using the foot can be easily and efficiently implemented under different hardware configurations. To validate our hypothesis, we present results of three experiments involving different hardware and software configurations, and summarize the lessons learned and discuss potential avenues to continue this work.
Year
DOI
Venue
2011
10.1109/SBGAMES.2011.33
SBGames
Field
DocType
Citations 
Virtual reality,Graphics hardware,Computer graphics (images),Communication channel,Software,Human–computer interaction,Engineering
Conference
1
PageRank 
References 
Authors
0.35
5
4