2 resultados para Video game studies

em Boston University Digital Common


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A vision based technique for non-rigid control is presented that can be used for animation and video game applications. The user grasps a soft, squishable object in front of a camera that can be moved and deformed in order to specify motion. Active Blobs, a non-rigid tracking technique is used to recover the position, rotation and non-rigid deformations of the object. The resulting transformations can be applied to a texture mapped mesh, thus allowing the user to control it interactively. Our use of texture mapping hardware allows us to make the system responsive enough for interactive animation and video game character control.

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Accurate head tilt detection has a large potential to aid people with disabilities in the use of human-computer interfaces and provide universal access to communication software. We show how it can be utilized to tab through links on a web page or control a video game with head motions. It may also be useful as a correction method for currently available video-based assistive technology that requires upright facial poses. Few of the existing computer vision methods that detect head rotations in and out of the image plane with reasonable accuracy can operate within the context of a real-time communication interface because the computational expense that they incur is too great. Our method uses a variety of metrics to obtain a robust head tilt estimate without incurring the computational cost of previous methods. Our system runs in real time on a computer with a 2.53 GHz processor, 256 MB of RAM and an inexpensive webcam, using only 55% of the processor cycles.