Vision Based Game Development Using Human Computer Interaction
Bharath University(巴拉特大学);St.Joseph College of Engineering(圣约瑟夫工程学院)
S. Sumathi, S. K. Srivatsa, M. Uma Maheswari
备注:
IEEE format, International Journal of Computer Science and Information Security, IJCSIS January 2010, ISSN 1947 5500, http://sites.google.com/site/ijcsis/
发表信息:
International Journal of Computer Science and Information Security, IJCSIS, Vol. 7, No. 1, pp. 147-153, January 2010, USA
A Human Computer Interface (HCI) System for playing games is designed here for more natural communication with the machines. The system presented here is a vision-based system for detection of long voluntary eye blinks and interpretation of blink patterns for communication between man and machine. This system replaces the mouse with the human face as a new way to interact with the computer. Facial features (nose tip and eyes) are detected and tracked in realtime to use their actions as mouse events. The coordinates and movement of the nose tip in the live video feed are translated to become the coordinates and movement of the mouse pointer on the application. The left or right eye blinks fire left or right mouse click events. The system works with inexpensive USB cameras and runs at a frame rate of 30 frames per second.
The video game industry has grown to a multi-billion dollar, worldwide industry. The background music tends adaptively in reference to the specific game content during the game length of the play. Adaptive music should be further explored by looking at the particular condition in the game; such condition is driven by generating a specific music in the background which best fits in with the active game content throughout the length of the gameplay. This research paper outlines the use of condition driven adaptive music generation for audio and video to dynamically incorporate adaptively.
A number of questionnaire based psychometric testing frameworks are globally for example OCEAN (Five factor) indicator, MBTI (Myers Brigg Type Indicator) etc. However, questionnaire based psychometric tests have some known shortcomings. This work explores whether these shortcomings can be mitigated through computer-based gaming platforms for evaluating psychometric parameters. A computer based psychometric game framework called Antarjami has been developed for evaluating OCEAN (Five factor) indicators. It investigates the feasibility of extracting psychometric parameters through computer-based…
This is the preprint version of our paper on Personal and Ubiquitous Computing. There is an increasing interest in creating pervasive games based on emerging interaction technologies. In order to develop touch-less, interactive and augmented reality games on vision-based wearable device, a touch-less motion interaction technology is designed and evaluated in this work. Users interact with the augmented reality games with dynamic hands/feet gestures in front of the camera, which triggers the interaction event to interact with the virtual object in the scene. Three primitive augmented reality ga…
University of Colorado Boulder(科罗拉多大学博尔德分校);Google Research(谷歌研究院)
Data is a crucial component of machine learning. The field is reliant on data to train, validate, and test models. With increased technical capabilities, machine learning research has boomed in both academic and industry settings, and one major focus has been on computer vision. Computer vision is a popular domain of machine learning increasingly pertinent to real-world applications, from facial recognition in policing to object detection for autonomous vehicles. Given computer vision's propensity to shape machine learning research and impact human life, we seek to understand disciplinary prac…
University of Pittsburgh(匹兹堡大学);Carnegie Mellon University(卡内基梅隆大学);Stanford University(斯坦福大学);University of Texas at Austin(德克萨斯大学奥斯汀分校)
Computer vision systems require large amounts of manually annotated data to properly learn challenging visual concepts. Crowdsourcing platforms offer an inexpensive method to capture human knowledge and understanding, for a vast number of visual perception tasks. In this survey, we describe the types of annotations computer vision researchers have collected using crowdsourcing, and how they have ensured that this data is of high quality while annotation effort is minimized. We begin by discussing data collection on both classic (e.g., object recognition) and recent (e.g., visual story-telling)…
This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that there is potentially value in the creation of public play spaces to create opportunities to utilise both technology and body for the benefit of community culture and experiences through gaming. Co-located social gaming coupled with tangible interfaces offer alternative possibilities for the local video game scene. This paper includes a descriptive account of…
The novel technique introduced here aims to accomplish the first stage of transferring low-level cognitive skills between two individuals (e.g. from expert to learner) to ease the consecutive higher level declarative learning process for the target "learner" individual in a game environment. Such low-level cognitive skill is associated with the procedural knowledge and established at low-level of mind which can be unveiled and transferred by only a novel technique (rather than by a traditional educational environment ) like a highly interactive computer game domain in which a user exposes his/…
How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies
Communication University of China(中国传媒大学);Human-Computer Interaction Institute, Carnegie Mellon University(卡内基梅隆大学人机交互学院);Tsinghua University(清华大学);College of Media, Communication and Information, University of Colorado Boulder(科罗拉多大学博尔德分校媒体、传播与信息学院);Department of Computer Science, George Mason University(乔治梅森大学计算机科学系)
In recent years, Artificial Intelligence (AI) and Computer Vision (CV) have become the pinnacle of technology with new developments seemingly every day. This technology along with more powerful drone technology have made autonomous surveillance more sought after. Here an overview of the Automated Logging Drone (ALD) project is presented along with examples of how this project can be used with more refining and added features.
Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make use of 'non-standard input devices' and with the rise of the Internet of Things (IoT), pervasive applications can be expected to move beyond games. This dissertation is requirements- and development-focused Design Science research for distributed technology-sustained pervasive applications, incorporating knowledge from the domains of Distributed Computing, Mixed Reality, Context-Aware Computing, Geogra…
Brain-computer interfaces (BCIs) have the potential to significantly change the ways in which humans interact with technology, the environment, and even each other. Unfortunately, BCI technologies are seldom robust enough for use in real-world applications, in part due to the large amount of data that must be collected, processed, and classified in order to develop models of task-related neural activity that account for two of the most important and least-understood drivers of BCI illiteracy: individual differences in neural signals and intra-individual differences across interdependent, time-…
Phishing is an online fraudulent technique, which aims to steal sensitive information such as usernames, passwords and online banking details from its victims. To prevent this, anti-phishing education needs to be considered. This research focuses on examining the effectiveness of mobile game based learning compared to traditional online learning to thwart phishing threats. Therefore, a mobile game prototype was developed based on the design introduced by Arachchilage and Cole [3]. The game design aimed to enhance avoidance behaviour through motivation to thwart phishing threats. A website deve…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms of entertainment due to their high-level of attraction and accessibility. However, the game industry is always trying to find new ways of making games more interactive and exciting in order to attract new players, and one of the recent trends on the area of human-computer interaction is Biofeedback. The goal of this dissertation is to study different approac…
What happen in the brain when human beings play games with computers? Here a simple zero-sum game was conducted to investigate how people make decision via their brain even they know that their opponent is a computer. There are two choices (a low or high number) for people and also two strategies for the computer (red color or green color). When the number selected by the human subject meet the red color, the person loses the score which is equal to the number. On the contrary, the person gains the number of score if the computer chooses a green color for the number selected by the human being…