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 |
|---|---|
| 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 |
|---|---|
| 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