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Wii Punch: Tracking and Gesture Recognition for 3D Game Environments

Wii Punch: Tracking and Gesture Recognition for 3D Game Environments. By Owen Heneghan Advisor: Prof Cass. 1. 1. Nintendo's fifth home console December 8, 2006. Nintendo Wii. 2. 2. Wiimote and Sensor Bar. 3. 3. Wii Straight Tracking. 4. 4. Wii Games with Gestures. 5. 5.

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Wii Punch: Tracking and Gesture Recognition for 3D Game Environments

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  1. Wii Punch: Tracking and Gesture Recognition for 3D Game Environments By Owen Heneghan Advisor: Prof Cass 1 1

  2. Nintendo's fifth home console December 8, 2006 Nintendo Wii 2 2

  3. Wiimote and Sensor Bar 3 3

  4. Wii Straight Tracking 4 4

  5. Wii Games with Gestures 5 5

  6. Research Question • Straight Tracking vs. Gestures • User Preference • Performance • Reaction • Ability to complete tasks 6 6

  7. Game Design • Implemented in boxing game • Capture forearm movement • Wiimote stationary as LEDs move • Two game environments to compare straight tracking and gestures • Multiple scenes to allow evaluation of movements • User study 7 7

  8. Straight Tracking • Using position of the infrared diodes calculate place in three dimensions • One to one user to character movement 8 8

  9. Gesture Recognition • Set of predefined movements (points) • Goal is to classify movement as a preset gesture • Moves the ‘fist’ along preset points • Three different movements 9 9

  10. A Game in Three Scenes 1 2 Rag doll Boxer Brick Wall Falling Ball 3 10

  11. User Session • Calibrate user to tracking device • Explain how Wiimote tracking is done and show them how it fails • Load up game with first control scheme • Record scene data as subject plays game and scenes • Switch control scheme and repeat 11

  12. Evaluation • Recorded Data • Score • Questionnaire: • Accuracy at determining gestures • Responsiveness • Reasonable Behavior • Intuitive • Potential Lasting Appeal 12 12

  13. Preliminary Results • 20 Users • More users preferred straight tracking over gestures • Performance and surveys both coincided • User feedback indicated that predetermined movements needed most work 13

  14. Problems • Under straight tracking users sometimes would ‘push’ rather than punch objects • Resulted in faster times for knocking down the wall scenes • The faster the punch moves the less forces it has on bricks or falling ball 14

  15. Average Scores for Participants 15

  16. Future Work… • Develop more complex gesture recognition system • Incorporate more complex gestures • Test movement of objects • Develop practical applications for gaming

  17. Questions? 17 17

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