Abstract
This study investigates whether there are significant differences in the gestures made by gamers and non-gamers whilst playing commercial games that employ gesture inputs. Specifically, the study focuses on testing a prototype of multimodal capture tool that we used to obtain real-time audio, video and skeletal gesture data. Additionally, we developed an experimental design framework for the acquisition of spatio-temporal gesture data and analysed the vector magnitude of a gesture to compare the relative displacement of each participant whilst playing a game.
Original language | English |
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Title of host publication | Proceedings of the 9th International Conference on Motion in Games |
Place of Publication | New York, NY, USA |
Publisher | Association for Computing Machinery |
Pages | 195-196 |
Number of pages | 2 |
ISBN (Print) | 978-1-4503-4592-7 |
DOIs | |
Publication status | Published - 10 Oct 2016 |
Externally published | Yes |
Event | 9th International Conference on Motion in Games - Burlingame, United States Duration: 10 Oct 2016 → 12 Oct 2016 |
Conference
Conference | 9th International Conference on Motion in Games |
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Abbreviated title | MIG '16 |
Country/Territory | United States |
City | Burlingame |
Period | 10/10/16 → 12/10/16 |
Keywords
- motion analysis
- Kinect
- motion capture
- human-computer-interaction
- video games