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Explore the comparison between straight tracking and gestures in Nintendo Wii games, focusing on user preference, performance, and task completion. This study implemented tracking technology into a boxing game to evaluate forearm movements and user experience. Preliminary results show a preference for straight tracking over gestures, with feedback highlighting the need for improvement in preset movements. Future work involves developing a more advanced gesture recognition system for practical gaming applications.
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Wii Punch: Tracking and Gesture Recognition for 3D Game Environments By Owen Heneghan Advisor: Prof Cass 1 1
Nintendo's fifth home console December 8, 2006 Nintendo Wii 2 2
Research Question • Straight Tracking vs. Gestures • User Preference • Performance • Reaction • Ability to complete tasks 6 6
Game Design • Implemented in boxing game • Capture forearm movement • Wiimote stationary as LEDs move • Two game environments to compare straight tracking and gestures • Multiple scenes to allow evaluation of movements • User study 7 7
Straight Tracking • Using position of the infrared diodes calculate place in three dimensions • One to one user to character movement 8 8
Gesture Recognition • Set of predefined movements (points) • Goal is to classify movement as a preset gesture • Moves the ‘fist’ along preset points • Three different movements 9 9
A Game in Three Scenes 1 2 Rag doll Boxer Brick Wall Falling Ball 3 10
User Session • Calibrate user to tracking device • Explain how Wiimote tracking is done and show them how it fails • Load up game with first control scheme • Record scene data as subject plays game and scenes • Switch control scheme and repeat 11
Evaluation • Recorded Data • Score • Questionnaire: • Accuracy at determining gestures • Responsiveness • Reasonable Behavior • Intuitive • Potential Lasting Appeal 12 12
Preliminary Results • 20 Users • More users preferred straight tracking over gestures • Performance and surveys both coincided • User feedback indicated that predetermined movements needed most work 13
Problems • Under straight tracking users sometimes would ‘push’ rather than punch objects • Resulted in faster times for knocking down the wall scenes • The faster the punch moves the less forces it has on bricks or falling ball 14
Future Work… • Develop more complex gesture recognition system • Incorporate more complex gestures • Test movement of objects • Develop practical applications for gaming
Questions? 17 17