Sensing technologies of increasing fidelity are dropping in costs to the point that full body sensing hardware is commonplace in people's homes. This presents an opportunity for users to interact and move through environments with their body. Not just walking or running, but jumping, dodging, looking, dancing and exploring. Three current generation videogame devices, the Nintendo Wii Remote, Playstation Move and Microsoft Kinect, are discussed in terms of their sensors and data, in order to explore two questions. First, how do you deal with the data from the devices including error, uncertainty and volume? Second, how do you use the devices to create an interface that allows the user to interact as they wish? While these devices will change in time, understanding the sensing methods and approach to interface design will act as a basis for further improvements to full body locomotion.
CITATION STYLE
Williamson, B., Wingrave, C., & Laviola, J. J. (2013). Full body locomotion with video game motion controllers. In Human Walking in Virtual Environments: Perception, Technology, and Applications (Vol. 9781441984326, pp. 351–376). Springer New York. https://doi.org/10.1007/978-1-4419-8432-6_16
Mendeley helps you to discover research relevant for your work.