Abstract
In recent years videogame companies have recognized the role of player engagement as a major factor in user experience and enjoyment. This encouraged a greater investment in new types of game controllers such as the WiiMoteTM, Rock BandTM instruments and the KinectTM. However, the native software of these controllers was not originally designed to be used in other game applications. This work addresses this issue by building a middleware framework, which maps body poses or voice commands to actions in any game. This not only warrants a more natural and customized user-experience but it also defines an interoperable virtual controller. In this version of the framework, body poses and voice commands are respectively recognized through the Kinect’s built-in cameras and microphones. The acquired data is then translated into the native interaction scheme in real time using a lightweight method based on spatial restrictions. The system is also prepared to use Nintendo’s WiimoteTM as an auxiliary and unobtrusive gamepad for physically or verbally impractical commands. System validation was performed by analyzing the performance of certain tasks and examining user reports. Both confirmed this approach as a practical and alluring alternative to the game’s native interaction scheme. In sum, this framework provides a game-controlling tool that is totally customizable and very flexible, thus expanding the market of game consumers.
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Teófilo, L.F., Nogueira, P.A., Silva, P.B. (2013). GEMINI: A Generic Multi-Modal Natural Interface Framework for Videogames. In: Rocha, Á., Correia, A., Wilson, T., Stroetmann, K. (eds) Advances in Information Systems and Technologies. Advances in Intelligent Systems and Computing, vol 206. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-36981-0_81
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DOI: https://doi.org/10.1007/978-3-642-36981-0_81
Publisher Name: Springer, Berlin, Heidelberg
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