With the release of the Nintendo Wii in 2006, the use of haptic force gestures has become a very popular form of input for interactive entertainment. However, current gesture recognition techniques utilised in Nintendo Wii games fall prey to a lack of control when it comes to recognising simple gestures. This paper presents a simple gesture recognition technique called Peak Testing which gives greater control over gesture interaction. This recognition technique locates force peaks in continuous force data (provided by a gesture device such as the Wiimote) and then cancels any peaks which are not meant for input. Peak Testing is therefore technically able to identify movements in any direction. This paper applies this recognition technique t...
We present the results of two experiments that explore various aspects of 3D gesture recognition usi...
Gone are the days when humans could interact with computers only via limited hardware devices like m...
The increasing ubiquity of three dimensional output devices suggests a need for three dimensional in...
With the release of the Nintendo Wii in 2006, the use of haptic force gestures has become a very pop...
In many applications today user interaction is moving away from mouse and pens and is becoming perva...
We present a systematic study on the recognition of 3D gestures using spatially convenient input dev...
In many applications today user interaction is moving away from mouse and pens and is becoming perva...
In many applications today user interaction is moving away from mouse and pens and is becoming perva...
Human-Computer Interaction (HCI) is a field of research that studies ways in which humans and comput...
This paper presents a research work on gesture recognition and feedback to reduce the learning time ...
Controlling computer games and other applications with motion-based gestures has become common in th...
The goal of this study was to examine interaction designs and devices for natural gesture-based inte...
Hands-free gaming systems are likely to gain, in the near future, the total share of the electronic ...
There are currently many different types of inexpensive input devices available to consumers, each o...
This thesis presents two novel modifications to a gesture recognition systemfor virtual reality devi...
We present the results of two experiments that explore various aspects of 3D gesture recognition usi...
Gone are the days when humans could interact with computers only via limited hardware devices like m...
The increasing ubiquity of three dimensional output devices suggests a need for three dimensional in...
With the release of the Nintendo Wii in 2006, the use of haptic force gestures has become a very pop...
In many applications today user interaction is moving away from mouse and pens and is becoming perva...
We present a systematic study on the recognition of 3D gestures using spatially convenient input dev...
In many applications today user interaction is moving away from mouse and pens and is becoming perva...
In many applications today user interaction is moving away from mouse and pens and is becoming perva...
Human-Computer Interaction (HCI) is a field of research that studies ways in which humans and comput...
This paper presents a research work on gesture recognition and feedback to reduce the learning time ...
Controlling computer games and other applications with motion-based gestures has become common in th...
The goal of this study was to examine interaction designs and devices for natural gesture-based inte...
Hands-free gaming systems are likely to gain, in the near future, the total share of the electronic ...
There are currently many different types of inexpensive input devices available to consumers, each o...
This thesis presents two novel modifications to a gesture recognition systemfor virtual reality devi...
We present the results of two experiments that explore various aspects of 3D gesture recognition usi...
Gone are the days when humans could interact with computers only via limited hardware devices like m...
The increasing ubiquity of three dimensional output devices suggests a need for three dimensional in...