|
English
|
正體中文
|
简体中文
|
Items with full text/Total items : 62805/95882 (66%)
Visitors : 3928994
Online Users : 773
|
|
|
Loading...
|
Please use this identifier to cite or link to this item:
https://tkuir.lib.tku.edu.tw/dspace/handle/987654321/119958
|
Title: | InstantGaming: Playing Somatosensory Games Using Smartwatches and Portable Devices |
Authors: | Pan, Meng-Shiuan;Hsu, Wu-Chun;Liu, Chun-Hung;Huang, Ku-Chen;Cheng, Chien-Fu |
Keywords: | somatosensory games , smart devices , posture detection |
Date: | 2017-07-24 |
Issue Date: | 2021-02-24 12:13:46 (UTC+8) |
Publisher: | IEEE |
Abstract: | In recent years, playing somatosensory game is one of popular home entertainments. Many game companies design and develop lots of somatosensory games such as fitness games, sport games, and fighting games. We observe that to play somatosensory games, players have to buy specific devices or equipment (e.g., Kinect/XBOX or Wii). These devices and equipment are expensive, and a vast space is needed when playing. To overcome the above drawbacks, in this paper, we propose to use smartwatches and portable devices to play somatosensory games. In our design, players wear smart-watches, which sense the changes on players' bodies by accelerometers. By the collected acceleration sensory data, the proposed posture detection scheme implemented on the smartwatch can judge the performed postures of players. The decided posture will then deliver to the portable device (e.g., smartphone or tablet), which can show the reaction of the game. In this work, we implement a fighting game to demonstrate our design. |
DOI: | 10.1109/ICASI.2017.7988163 |
Appears in Collections: | [Office of Physical Education] Proceeding
|
Files in This Item:
File |
Description |
Size | Format | |
index.html | | 0Kb | HTML | 84 | View/Open |
|
All items in 機構典藏 are protected by copyright, with all rights reserved.
|