Title
Full Body Locomotion With Video Game Motion Controllers
Keywords
Full body interaction; Games; Human-computer interaction; Locomotion; Video game motion controllers; Virtual environments
Abstract
Sensing technologies of increasing fidelity are dropping in costs to the point that full body sensing hardware is commonplace in people's homes. This presents an opportunity for users to interact and move through environments with their body. Not just walking or running, but jumping, dodging, looking, dancing and exploring. Three current generation videogame devices, the Nintendo Wii Remote, Playstation Move and Microsoft Kinect, are discussed in terms of their sensors and data, in order to explore two questions. First, how do you deal with the data from the devices including error, uncertainty and volume? Second, how do you use the devices to create an interface that allows the user to interact as they wish? While these devices will change in time, understanding the sensing methods and approach to interface design will act as a basis for further improvements to full body locomotion.
Publication Date
11-1-2013
Publication Title
Human Walking in Virtual Environments: Perception, Technology, and Applications
Volume
9781441984326
Number of Pages
351-376
Document Type
Article; Book Chapter
Personal Identifier
scopus
DOI Link
https://doi.org/10.1007/978-1-4419-8432-6_16
Copyright Status
Unknown
Socpus ID
84906263949 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/84906263949
STARS Citation
Williamson, Brian; Wingrave, Chadwick; and Laviola, Joseph J., "Full Body Locomotion With Video Game Motion Controllers" (2013). Scopus Export 2010-2014. 6429.
https://stars.library.ucf.edu/scopus2010/6429