1,894 research outputs found

    GIFT: Gesture-Based Interaction by Fingers Tracking, an Interaction Technique for Virtual Environment

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    Three Dimensional (3D) interaction is the plausible human interaction inside a Virtual Environment (VE). The rise of the Virtual Reality (VR) applications in various domains demands for a feasible 3D interface. Ensuring immersivity in a virtual space, this paper presents an interaction technique where manipulation is performed by the perceptive gestures of the two dominant fingers; thumb and index. The two fingertip-thimbles made of paper are used to trace states and positions of the fingers by an ordinary camera. Based on the positions of the fingers, the basic interaction tasks; selection, scaling, rotation, translation and navigation are performed by intuitive gestures of the fingers. Without keeping a gestural database, the features-free detection of the fingers guarantees speedier interactions. Moreover, the system is user-independent and depends neither on the size nor on the color of the users’ hand. With a case-study project; Interactions by the Gestures of Fingers (IGF) the technique is implemented for evaluation. The IGF application traces gestures of the fingers using the libraries of OpenCV at the back-end. At the front-end, the objects of the VE are rendered accordingly using the Open Graphics Library; OpenGL. The system is assessed in a moderate lighting condition by a group of 15 users. Furthermore, usability of the technique is investigated in games. Outcomes of the evaluations revealed that the approach is suitable for VR applications both in terms of cost and accuracy

    Semantic framework for interactive animation generation and its application in virtual shadow play performance.

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    Designing and creating complex and interactive animation is still a challenge in the field of virtual reality, which has to handle various aspects of functional requirements (e.g. graphics, physics, AI, multimodal inputs and outputs, and massive data assets management). In this paper, a semantic framework is proposed to model the construction of interactive animation and promote animation assets reuse in a systematic and standardized way. As its ontological implementation, two domain specific ontologies for the hand-gesture-based interaction and animation data repository have been developed in the context of Chinese traditional shadow play art. Finally, prototype of interactive Chinese shadow play performance system using deep motion sensor device is presented as the usage example

    Natural User Interface for Education in Virtual Environments

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    Education and self-improvement are key features of human behavior. However, learning in the physical world is not always desirable or achievable. That is how simulators came to be. There are domains where purely virtual simulators can be created in contrast to physical ones. In this research we present a novel environment for learning, using a natural user interface. We, humans, are not designed to operate and manipulate objects via keyboard, mouse or a controller. The natural way of interaction and communication is achieved through our actuators (hands and feet) and our sensors (hearing, vision, touch, smell and taste). That is the reason why it makes more sense to use sensors that can track our skeletal movements, are able to estimate our pose, and interpret our gestures. After acquiring and processing the desired – natural input, a system can analyze and translate those gestures into movement signals

    Exploitation of multiplayer interaction and development of virtual puppetry storytelling using gesture control and stereoscopic devices

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    With the rapid development of human-computer interaction technologies, the new media generation demands novel learning experiences with natural interaction and immersive experience. Considering that digital storytelling is a powerful pedagogical tool for young children, in this paper, we design an immersive storytelling environment that allows multiple players to use naturally interactive hand gestures to manipulate virtual puppetry for assisting narration. A set of multimodal interaction techniques is presented for a hybrid user interface that integrates existing 3D visualization and interaction devices including head-mounted displays and depth motion sensor. In this system, the young players could intuitively use hand gestures to manipulate virtual puppets to perform a story and interact with props in a virtual stereoscopic environment. We have conducted a user experiment with four young children for pedagogical evaluation, as well as system acceptability and interactivity evaluation by postgraduate students. The results show that our framework has great potential to stimulate learning abilities of young children through collaboration tasks. The stereoscopic head-mounted display outperformed the traditional monoscopic display in a comparison between the two

    Leap Motion Presenter

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    The Leap Motion controller is a device that reads the precise position of a person’s hands in the space above it. The purpose of this project is to create a prototype of an application that uses the Leap Motion controller to create and run a presentation. The hand and gesture recognition of the Leap Motion device facilitates an intuitive application that enables presenters to interact less with their computer and more with their audience. The application is written in Java 8, and is heavily based on the JavaFX graphics library. While there remain imperfections in the application, the application is a working prototype that demonstrates the strengths of gesture-based presentation software and demonstrates how an existing software task can be enhanced with new technology

    Defying Disaster: Earthquake

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    The tremendous growth in the serious games market presents the opportunity to help people learn through playing games. Defying Disaster is a 2D side scroller serious game designed to teach people how to prepare for and handle an earthquake. Players do a series of mini games that provide earthquake survival tips while interacting with a larger world after an earthquake disaster. An evaluation with thirty people compared learning disaster knowledge through reading materials versus playing games. The results show people learn better through playing Defying Disaster than reading materials

    A Serious Game: Defying Disaster Earthquake

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    The tremendous growth in the serious games market presents the opportunity to help people learn through playing games. Defying Disaster is a 2D side scroller serious game designed to teach people how to prepare for and handle an earthquake. Players do a series of mini games that provide earthquake survival tips while interacting with a larger world after an earthquake disaster. An evaluation with thirty people compared learning disaster knowledge through reading materials versus playing games. The results show people learn better through playing Defying Disaster than reading materials

    Defying Disaster

    Get PDF
    The tremendous growth in the serious games market presents the opportunity to help people learn through playing games. Defying Disaster is a 2D side scroller serious game designed to teach people how to prepare for and handle an earthquake. Players do a series of mini games that provide earthquake survival tips while interacting with a larger world after an earthquake disaster. An evaluation with thirty people compared learning disaster knowledge through reading materials versus playing games. The results show people learn better through playing Defying Disaster than reading materials
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