Title | ||
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A climbing motion recognition method using anatomical information for screen climbing games |
Abstract | ||
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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 |
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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 Kim | 1 | 2 | 0.39 |
Daniel Chung | 2 | 2 | 0.39 |
Il-Ju Ko | 3 | 17 | 6.53 |