Head movement and facial expressions as game input
M Ilves, Y Gizatdinova, V Surakka, E Vankka - Entertainment Computing, 2014 - Elsevier
This study aimed to develop and test a hands-free video game that utilizes information on
the player's real-time face position and facial expressions as intrinsic elements of a …
the player's real-time face position and facial expressions as intrinsic elements of a …
A non-invasive middleware for games adaptation and motor rehabilitation controls
AKS Alves, RR Dantas - Proceedings of the 24th Symposium on Virtual …, 2022 - dl.acm.org
This work present the TeamBridge, a middleware able to perform the communication
between digital games and hardware devices, like joysticks, mice and motion capture …
between digital games and hardware devices, like joysticks, mice and motion capture …
TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation
R Dantas, AKS Alves… - Journal on Interactive …, 2024 - journals-sol.sbc.org.br
This work present the TeamBridge 2.0, a middleware able to perform the communication
between digital games and hardware devices, like joysticks, mice and cameras (both rgbd …
between digital games and hardware devices, like joysticks, mice and cameras (both rgbd …
Multimodal vs. unimodal physiological control in videogames for enhanced realism and depth
GA da Silva - arXiv preprint arXiv:1406.0532, 2014 - arxiv.org
(arXiv abridged abstract) In the last two decades, videogames have evolved in a nearly
explosive way from the pixelated graphics to today's near-realistic 3D environments. The …
explosive way from the pixelated graphics to today's near-realistic 3D environments. The …
運用動作分類之快速動作比對系統應用於門禁管制
施宇倫 - 臺北科技大學資訊工程系研究所學位論文, 2013 - airitilibrary.com
傳統的喇叭鎖, 密碼電子鎖, 指紋鎖以及手機的滑動解鎖等, 皆是用來防範竊盜, 未經允許使用,
或是誤觸開啟等情況發生. 本論文藉由具備深度資訊以及骨架資訊的體感器 …
或是誤觸開啟等情況發生. 本論文藉由具備深度資訊以及骨架資訊的體感器 …
TeamBridge: Middleware para adaptação de games e controles de reabilitação motora
AKS Alves - 2018 - repositorio.ufrn.br
A terapia ocupacional e a fisioterapia vêm ganhando nos últimos anos apoio da tecnologia
aplicada em games. Dispositivos para VR tem sido utilizados juntamente com exergames …
aplicada em games. Dispositivos para VR tem sido utilizados juntamente com exergames …
Community-based participatory research to develop a client-centred virtual reality program for children with autism: an integrated knowledge translation approach
P Ghanouni - 2018 - open.library.ubc.ca
Background: Autism spectrum disorder (ASD) is a disorder that affects socio-emotional skills.
As there is no curative therapy for ASD and traditional interventions are costly, introducing …
As there is no curative therapy for ASD and traditional interventions are costly, introducing …
Coffee: Context Observer for Fast Enthralling Entertainment
A Lenz - 2014 - search.proquest.com
Abstract Desktops, laptops, smartphones, tablets, and the Kinect, oh my! With so many
devices available to the average consumer, the limitations and pitfalls of each interface are …
devices available to the average consumer, the limitations and pitfalls of each interface are …
Geração Procedimental Baseada em Dados Afectivos
AMN Gomes - 2014 - repositorio-aberto.up.pt
A crescente evolução tecnológica e o aumento do volume de mercado da indústria dos
videojogos tem levado a uma constante melhoria da qualidade das produções. Esta traduz …
videojogos tem levado a uma constante melhoria da qualidade das produções. Esta traduz …
Biofeedback Augmented Gameplay: Criação de Uma Framework para o Desenvolvimento de Mecanismos de Interacção Fisiológica em Videojogos Comerciais
D de Oliveira Rego - 2014 - repositorio-aberto.up.pt
Since the video games were created, the way the user interacts with it hardly changed. The
traditional controllers (keyboard/mouse) create a physical and emotional barrier between …
traditional controllers (keyboard/mouse) create a physical and emotional barrier between …