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MM
2006
ACM
105views Multimedia» more  MM 2006»
13 years 11 months ago
Improving the experience of controlling avatars in camera-based games using physical input
This paper investigates two methods of improving the user experience of camera-based interaction. First, problems that arise when avatars are designed to mimic a user’s physical...
Na Li, Neema Moraveji, Hiroaki Kimura, Eyal Ofek
INTETAIN
2005
Springer
13 years 10 months ago
Telepresence Techniques for Controlling Avatar Motion in First Person Games
First person games are computer games, in which the user experiences the virtual game world from an avatar’s view. This avatar is the user’s alter ego in the game. In this pape...
Henning Groenda, Fabian Nowak, Patrick Rö&szl...
FUNGAMES
2010
13 years 6 months ago
Recognizing self in puppet controlled virtual avatars
Recent work in neuroscience suggests that there is a common coding in the brain between perception, imagination and execution of movement. Further, this common coding is considere...
Ali Mazalek, Michael Nitsche, Sanjay Chandrasekhar...
CSCW
2007
ACM
13 years 5 months ago
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds
To date the most popular and sophisticated types of virtual worlds can be found in the area of video gaming, especially in the genre of Massively Multiplayer Online Role Playing Ga...
Robert J. Moore, Nicolas Ducheneaut, Eric Nickell
CHI
2009
ACM
14 years 5 months ago
SLAP widgets: bridging the gap between virtual and physical controls on tabletops
We present Silicone iLluminated Active Peripherals (SLAP), a system of tangible, translucent widgets for use on multitouch tabletops. SLAP Widgets are cast from silicone or made o...
Malte Weiss, Julie Wagner, Yvonne Jansen, Roger Je...