Implementation of gesture recognition on aquarium application

A. Sucipto, A. Harsoyo, P. Rusmin
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引用次数: 3

Abstract

Multimedia and gaming devices currently being used as educational tools. In educational software design is sometimes just moving the learning material to the game but did not pay attention to aspects of psychological development of students. Experience and psychological development of the user must be considered in the design of educational games. Psychomotor domain of motion as well as cognitive experience can be a guide in designing the interaction of a game. In this thesis performed interaction design that allows users to use applications using the movement of limbs. Aquarium Interactive applications will encourage users to interact with objects and the user can still move freely in the area of the game. The interaction used is the gesture limb movements is the user's hands. Gesture is read using Kinect that has the ability to identify the skeleton of the user. So the users do not require additional devices to be used. The selection of colors and shapes of objects of interest in accordance with the development of children is also a separate option. In this application the user is using hand gestures and move to do the activity. And limits the user who made the game not calibrated disturbed by the activities of others in the area of the game.
手势识别在水族应用中的实现
多媒体和游戏设备目前被用作教育工具。在教育软件设计中,有时只是把学习材料搬到游戏中,而没有注意到学生心理发展的各个方面。教育类游戏的设计必须考虑用户的体验和心理发展。精神运动领域的运动和认知体验可以作为设计游戏交互的指导。在本论文中进行了交互设计,允许用户通过肢体的运动来使用应用程序。水族馆互动应用程序将鼓励用户与对象进行交互,用户仍然可以在游戏区域内自由移动。使用的交互是手势肢体运动是用户的手。手势是通过Kinect来读取的,Kinect能够识别用户的骨骼。因此,用户不需要使用额外的设备。根据儿童的发展选择感兴趣的物体的颜色和形状也是一个单独的选择。在这个应用程序中,用户使用手势和移动来完成活动。并且限制了制作游戏的用户不受游戏区域中其他人活动的干扰。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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