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A Comparative Study of Hand-Gesture Recognition Devices for Games

机译:游戏手势识别装置的比较研究

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Gesture recognition devices provide a new means for natural human-computer interaction. However, when selecting these devices to be used in games, designers might find it challenging to decide which gesture recognition device will work best. In the present research, we compare three vision-based, hand-gesture devices: Leap Motion, Microsoft's Kinect, and Intel's RealSense. The comparison provides game designers with an understanding of the main factors to consider when selecting these devices and how to design games that use them. We developed a simple hand-gesture-based game to evaluate performance, cognitive demand, comfort, and player experience of using these gesture devices. We found that participants preferred and performed much better using Leap Motion and Kinect compared to using RealSense. Leap Motion also outperformed or was equivalent to Kinect. These findings were supported by players' accounts of their experiences using these gesture devices. Based on these findings, we discuss how such devices can be used by game designers and provide them with a set of design cautions that provide insights into the design of gesture-based games.
机译:手势识别设备为自然的人机交互提供了新的手段。但是,在选择这些设备时,在游戏中使用,设计师可能会发现它具有挑战性的决定哪个手势识别装置将是最好的。在本研究中,我们比较了三种基于视觉的手势设备:Leap Motion,Microsoft的Kinect和Intel的RealSense。通过比较,游戏设计师可以了解选择这些设备时要考虑的主要因素以及如何设计使用它们的游戏。我们开发了一个简单的基于手势的游戏,以评估使用这些手势设备的性能,认知需求,舒适度和玩家体验。我们发现,与使用RealSense相比,使用Leap Motion和Kinect的参与者更喜欢并表现得更好。跳跃运动的表现也优于或等同于Kinect。这些发现得到了玩家对使用这些手势设备的体验的支持。基于这些发现,我们讨论了游戏设计师如何使用此类设备,并向他们提供了一系列设计注意事项,这些注意事项提供了对基于手势的游戏设计的见解。

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