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    機構典藏 > Office of Physical Education > Proceeding >  Item 987654321/119958
    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

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