{"title":"基于计算机视觉的游戏灵活手势命令界面设计与实现","authors":"J. Bernardes, L. R. Nakamura, R. Tori","doi":"10.1109/SBGAMES.2009.16","DOIUrl":null,"url":null,"abstract":"This paper describes a command interface for games based on hand gestures defined by postures, movement and location. The large variety of gestures thus possible increases usability by allowing a better match between gesture and action. The system uses computer vision requiring no sensors or markers on the user or background. The analysis of requirements for games, the architecture and implementation are discussed, as well as the results of several tests to evaluate how well each requirement is met.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"23 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"15","resultStr":"{\"title\":\"Design and Implementation of a Flexible Hand Gesture Command Interface for Games Based on Computer Vision\",\"authors\":\"J. Bernardes, L. R. Nakamura, R. Tori\",\"doi\":\"10.1109/SBGAMES.2009.16\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper describes a command interface for games based on hand gestures defined by postures, movement and location. The large variety of gestures thus possible increases usability by allowing a better match between gesture and action. The system uses computer vision requiring no sensors or markers on the user or background. The analysis of requirements for games, the architecture and implementation are discussed, as well as the results of several tests to evaluate how well each requirement is met.\",\"PeriodicalId\":315122,\"journal\":{\"name\":\"2009 VIII Brazilian Symposium on Games and Digital Entertainment\",\"volume\":\"23 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-10-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"15\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 VIII Brazilian Symposium on Games and Digital Entertainment\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SBGAMES.2009.16\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGAMES.2009.16","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Design and Implementation of a Flexible Hand Gesture Command Interface for Games Based on Computer Vision
This paper describes a command interface for games based on hand gestures defined by postures, movement and location. The large variety of gestures thus possible increases usability by allowing a better match between gesture and action. The system uses computer vision requiring no sensors or markers on the user or background. The analysis of requirements for games, the architecture and implementation are discussed, as well as the results of several tests to evaluate how well each requirement is met.