Title
A climbing motion recognition method using anatomical information for screen climbing games
Abstract
Screen climbing games have made a new category of gaming experience between a human climber and a virtual game projected onto an artificial climbing wall. Here, climbing motion recognition is required to interact with the game. In existing climbing games, motion recognition is based on a simple calculation using the depth difference between the climber’s body area and the climbing wall. However, using the body area in this way is devoid of anatomical information; thus the gaming system cannot recognize which part, or parts, of the climber’s body is in contact with the artificial climbing wall. In this paper, we present a climbing motion recognition method using anatomical information obtained by parsing a climber’s body area into its constituent anatomical parts. In ensuring that game events consider anatomical information, a climbing game can provide a more immersive experience for gamers.
Year
DOI
Venue
2017
10.1186/s13673-017-0106-5
Human-centric Computing and Information Sciences
Keywords
Field
DocType
Body area,Body parts,Kinect,Motion recognition,Screen climbing
Motion recognition,Computer science,Virtual game,Immersion (virtual reality),Parsing,Climbing,Multimedia
Journal
Volume
Issue
ISSN
7
1
2192-1962
Citations 
PageRank 
References 
2
0.39
6
Authors
3
Name
Order
Citations
PageRank
Jungsoo Kim120.39
Daniel Chung220.39
Il-Ju Ko3176.53