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Tecnologías de interacción avanzadas aplicadas a videojuegos
Tecnologías de interacción avanzadas aplicadas a videojuegos
Donzet, Jonathan; Fernández, Eduardo; Leira, Rodrigo
Article:
New technologies allowing new forms of interaction emerged in the last years and have been applied to videogames. From here arises the possibility of integrating these technologies in one interactive experience. In this article are presented the main results in the integration of Unity 3D graphics engine, Microsoft Kinect SDK and NVIDIA 3D Vision, in order to combine head tracking, gesture recognition and stereoscopic vision into a videogame.
New technologies allowing new forms of interaction emerged in the last years and have been applied to videogames. From here arises the possibility of integrating these technologies in one interactive experience. In this article are presented the main results in the integration of Unity 3D graphics engine, Microsoft Kinect SDK and NVIDIA 3D Vision, in order to combine head tracking, gesture recognition and stereoscopic vision into a videogame.
Palavras-chave:
DOI: 10.5151/despro-sigradi2014-0026
Referências bibliográficas
- [1] Kinect for Windows, Microsoft. Retrieved from http://kinec- tforwindows.org
- [2] NVIDIA 3D Vision. Retrieved from http://www.nvidia.com/ object/3d-vision-system-requirements.html
- [3] Jayashree R. Pansare, Shravan H. Gawande, Maya Ingle (2012). Real-Time Static Hand Gesture Recognition for AmericanSign Language (ASL) in Complex Background. Journal of Signal and Information Processing, 2012, 3, 364-367 doi:10.4236/jsip.2012.33047 Published Online August 2012
- [4] Vladimir I. Pavlovic, Rajeev Sharma and Thomas S. Huang. Visual Interpretation of Hand Gestures for Human-ComputerInteraction: A Review. Retrieved from http://www.cs.rutgers.edu/~vladimir/pub/pavlovic97pami.pdf
- [5] Kinect for Windows features, Microsoft. Retrieved from http://www.microsoft.com/en-us/kinectforwindows/discover/features.aspx
- [6] Microsoft Speech Platform SDK, MSDN, Microsoft. Retrieved from http://msdn.microsoft.com/en-us/library/hh361572(-v=office.14).aspx
- [7] Simanek, R. (2002). The Illusion of Reality in Stereoscopy. Retrieved from http://www.lhup.edu/~dsimanek/3d/stereo/reality.htm
- [8] Steinman, S., Steinman, B., Garzia, R. (2000). Foundations of Binocular Vision: A Clinical perspective, McGraw-Hill Medical. ISBN 0-8385-2670-5.
- [9] Calvert, J. (2005). Optics and Visual Perception. Retrieved from http://mysite.du.edu/~jcalvert/optics/stereops.htm
- [10] Irvin, R. (1985). La percepción. Barcelona, ES, Prensa científica. ISBN 8475930190.
- [11] Cutting, J., Vishton, P. (1995). Perceiving layout and knowing distances: The integration, relative potency, and contextual use of different information about depth. San Diego, CA, Academic Press. Retrieved from http://pmvish.people.wm.edu/cuttingAndamp;vishton1995.pdf
- [12] Unity engine. Retrieved from http://unity3d.com
- [13] Redes Neuronales Artificiales, Curso de Métodos de Aprendizaje Automático, Facultad de Ingeniería, Universidad de la República – Uruguay. Retrived from http://www.fing.edu.uy/inco/cursos/aprendaut/teorico/4-redes.pdf
- [14] Alba, J., Cid, J. (2006). Reconocimiento de patrones. Carlos III, Madrid, Universidad Carlos III, Madrid. Retrived from http://www.gts.tsc.uvigo.es/pi/Reconocimiento.pdf
- [15] Souza, C. (2010). Kernel Support Vector Machines for Classification and Regression in C#. Retrived from http://crsouza.blogspot.com/2010/04/kernel-support-vector-machines-for.html
- [16] Kooima, R. (2009). Generalized Perspective Projection. Louisiana, US, Louisiana State University. Retrieved from http://csc.lsu.edu/~kooima/pdfs/gen-perspective.pdf
- [17] Winscape, Rational craft. Retrieved from http://www.rationalcraft.com/Winscape.html]
Como citar:
Donzet, Jonathan; Fernández, Eduardo; Leira, Rodrigo; "Tecnologías de interacción avanzadas aplicadas a videojuegos", p-149-152.
In: Proceedings of the XVIII Conference of the Iberoamerican Society of Digital Graphics: Design in Freedom [=Blucher Design Proceedings, v.1, n.8].
São Paulo: Blucher,
2014.
ISSN 23186968,
DOI 10.5151/despro-sigradi2014-0026
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TY - CONF T1 - Tecnologías de interacción avanzadas aplicadas a videojuegos JO - Blucher Design Proceedings VL - 1 IS - 8 SP - 149 EP - 152 PY - 2014 T2 - XVIII Conference of the Iberoamerican Society of Digital Graphics - SIGraDi: Design in Freedom AU - , , SN - 23186968 DO - http://dx.doi.org/10.5151/despro-sigradi2014-0026 UR - www.proceedings.blucher.com.br/article-details/tecnologas-de-interaccin-avanzadas-aplicadas-a-videojuegos-14243 KW - ER -
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@article{Donzet20144,
title="Tecnologías de interacción avanzadas aplicadas a videojuegos",
journal="Blucher Design Proceedings",
volume="1",
number="8",
pages="149 - 152",
year="2014",
note="",
issn="23186968",
doi="http://dx.doi.org/10.5151/despro-sigradi2014-0026",
url="www.proceedings.blucher.com.br/article-details/tecnologas-de-interaccin-avanzadas-aplicadas-a-videojuegos-14243",
author="Jonathan Donzet", "Eduardo Fernández", "Rodrigo Leira",
keywords="",
}
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Jonathan Donzet, Eduardo Fernández, Rodrigo Leira, Tecnologías de interacción avanzadas aplicadas a videojuegos, Blucher Design Proceedings, Volume 1, 2014, Pages 149-152, ISSN 23186968, http://dx.doi.org/10.5151/despro-sigradi2014-0026 (www.proceedings.blucher.com.br/article-details/tecnologas-de-interaccin-avanzadas-aplicadas-a-videojuegos-14243) Palavras-chave:: ;