A Quaternion-Based Motion Tracking and Gesture Recognition System Using Wireless Inertial Sensors
暂无分享,去创建一个
[1] Changchun Liu,et al. Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback , 2009, Int. J. Hum. Comput. Interact..
[2] Kongqiao Wang,et al. A Framework for Hand Gesture Recognition Based on Accelerometer and EMG Sensors , 2011, IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans.
[3] Susannah Hollister. Dance Dance Revolution , 2012 .
[4] Brian McDonald,et al. Intelligent Biofeedback using an Immersive Competitive Environment , 2001 .
[5] James Diebel,et al. Representing Attitude : Euler Angles , Unit Quaternions , and Rotation Vectors , 2006 .
[6] Rodrigo de Oliveira,et al. TripleBeat: enhancing exercise performance with persuasion , 2008, Mobile HCI.
[7] Gernot R. Müller-Putz,et al. Game-like Training to Learn Single Switch Operated Neuroprosthetic Control , 2007 .
[8] Paul Fergus,et al. Body Area Networks for Movement Analysis in Physiotherapy Treatments , 2010, 2010 IEEE 24th International Conference on Advanced Information Networking and Applications Workshops.
[9] Alan J. Dix,et al. Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE) , 2005, DiGRA Conference.
[10] Graham Bruce Baradoy,et al. A Physiological Feedback Controlled Exercise Video Game , 2012 .
[11] Marko Turpeinen,et al. The influence of implicit and explicit biofeedback in first-person shooter games , 2010, CHI.
[12] Erik Champion,et al. Please Biofeed the Zombies: Enhancing the Gameplay and Display of a Horror Game Using Biofeedback , 2007, DiGRA Conference.
[13] Reed W Hoyt. SPARNET - Spartan Data Network for Real-Time Physiological Status Monitoring , 2008 .
[14] Frank J. Lee,et al. Wiizards: 3D gesture recognition for game play input , 2007, Future Play.
[15] John A. Stankovic,et al. ALARM-NET: Wireless Sensor Networks for Assisted-Living and Residential Monitoring , 2006 .
[16] Biing-Hwang Juang,et al. Feature Processing and Modeling for 6D Motion Gesture Recognition , 2013, IEEE Transactions on Multimedia.
[17] Anton Nijholt,et al. Turning Shortcomings into Challenges: Brain-Computer Interfaces for Games , 2009, INTETAIN.
[18] Anthony Whitehead,et al. Sensor networks as video game input devices , 2007, Future Play.
[19] Sunwook Kim,et al. Performance evaluation of a wearable inertial motion capture system for capturing physical exposures during manual material handling tasks , 2013, Ergonomics.
[20] Junichi Hoshino,et al. A fitness game reflecting heart rate , 2006, ACE '06.
[21] Rong Zhu,et al. A real-time articulated human motion tracking using tri-axis inertial/magnetic sensors package , 2004, IEEE Transactions on Neural Systems and Rehabilitation Engineering.
[22] —Ralph Waldo Emerson. Glass , 2007, Bulletin of the Detroit Institute of Arts.
[23] Sethuraman Panchanathan,et al. Body Sensor Networks for Activity and Gesture Recognition , 2014 .
[24] Robert B. McGhee,et al. Design, Implementation, and Experimental Results of a Quaternion-Based Kalman Filter for Human Body Motion Tracking , 2005, IEEE Transactions on Robotics.
[25] Jeff A. Johnson,et al. The Xerox Star: a retrospective , 1989, Computer.
[26] Matt Welsh,et al. Sensor networks for medical care , 2005, SenSys '05.
[27] Surapa Thiemjarus,et al. Dogsperate Escape: A Demonstration of Real-Time BSN-Based Game Control with e-AR Sensor , 2010, KICSS.
[28] Anthony Whitehead. Gesture Recognition with Accelerometers for Game Controllers, Phones and Wearables , 2014 .
[29] Aravind Kailas. Basic human motion tracking using a pair of gyro + accelerometer MEMS devices , 2012, 2012 IEEE 14th International Conference on e-Health Networking, Applications and Services (Healthcom).
[30] Luca Chittaro,et al. Smarter Phones for Healthier Lifestyles: An Adaptive Fitness Game , 2010, IEEE Pervasive Computing.
[31] Luca Benini,et al. MOCA: A Low-Power, Low-Cost Motion Capture System Based on Integrated Accelerometers , 2007, Adv. Multim..
[32] Majid Sarrafzadeh,et al. Near-Realistic Motion Video Games with Enforced Activity , 2012, 2012 Ninth International Conference on Wearable and Implantable Body Sensor Networks.
[33] Jani Mäntyjärvi,et al. Accelerometer-based gesture control for a design environment , 2006, Personal and Ubiquitous Computing.
[34] Lawrence Wai-Choong Wong,et al. Ubiquitous Human Upper-Limb Motion Estimation using Wearable Sensors , 2011, IEEE Transactions on Information Technology in Biomedicine.
[35] Salvatore Sessa,et al. Towards Miniaturization of a MEMS-Based Wearable Motion Capture System , 2011, IEEE Transactions on Industrial Electronics.
[36] J. Pineda,et al. Learning to control brain rhythms: making a brain-computer interface possible , 2003, IEEE Transactions on Neural Systems and Rehabilitation Engineering.
[37] M. Arditti. Unity , 1957, Journal of the Irish Medical Association.
[38] Jing Yang,et al. A novel hand gesture input device based on inertial sensing technique , 2004, 30th Annual Conference of IEEE Industrial Electronics Society, 2004. IECON 2004.
[39] Shengli Zhou,et al. Hand-written character recognition using MEMS motion sensing technology , 2008, 2008 IEEE/ASME International Conference on Advanced Intelligent Mechatronics.
[40] Michael L. Littman,et al. Activity Recognition from Accelerometer Data , 2005, AAAI.
[41] Anthony Whitehead,et al. Pose presentation for a dance-based massively multiplayer online exergame , 2011, Entertain. Comput..
[42] P H Veltink,et al. Ambulatory measurement of arm orientation. , 2007, Journal of biomechanics.
[43] D. Vojta,et al. Effects of a pediatric weight management program with and without active video games a randomized trial. , 2014, JAMA pediatrics.
[44] Peter H. Veltink,et al. Measuring orientation of human body segments using miniature gyroscopes and accelerometers , 2005, Medical and Biological Engineering and Computing.
[45] Mark J. Buller,et al. Combat medical informatics: present and future , 2002, AMIA.
[46] S. Gordon,et al. Waging war on modern chronic diseases: primary prevention through exercise biology , 2000, Journal of applied physiology.
[47] Jwu-Sheng Hu,et al. Dancing game by digital textile sensor, accelerometer and gyroscope , 2011, 2011 IEEE International Games Innovation Conference (IGIC).
[48] Magnus Moar,et al. ‘Ere Be Dragons: heartfelt gaming , 2006, Digit. Creativity.
[49] Emiko Charbonneau,et al. Poster: RealDance: An exploration of 3D spatial interfaces for dancing games , 2009, 2009 IEEE Symposium on 3D User Interfaces.
[50] Jong Hyuk Park,et al. Adaptive Body Posture Analysis for Elderly-Falling Detection with Multisensors , 2010, IEEE Intelligent Systems.
[51] R. Mukundan. Quaternions : From Classical Mechanics to Computer Graphics , and Beyond , 2002 .
[52] Andrea Vitali,et al. Development of a wireless low-power multi-sensor network for motion tracking applications , 2013, 2013 IEEE International Conference on Body Sensor Networks.
[53] Zhipei Huang,et al. Adaptive Information Fusion for Human Upper Limb Movement Estimation , 2012, IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans.
[54] Sara Ilstedt Hjelm,et al. Brainball - using brain activity for cool competition , 2000 .
[55] J. L. Roux. An Introduction to the Kalman Filter , 2003 .
[56] Ingrid Moerman,et al. A Comprehensive Survey of Wireless Body Area Networks , 2012, Journal of Medical Systems.
[57] Joseph J. LaViola,et al. 3D Gestural Interaction: The State of the Field , 2013 .
[58] Lawrence R. Rabiner,et al. A tutorial on hidden Markov models and selected applications in speech recognition , 1989, Proc. IEEE.
[59] 日向 俊二. Kinect for Windowsアプリを作ろう , 2012 .
[60] Anthony Whitehead,et al. Homogeneous accelerometer-based sensor networks for game interaction , 2011, CIE.
[61] Greg Welch,et al. Motion Tracking: No Silver Bullet, but a Respectable Arsenal , 2002, IEEE Computer Graphics and Applications.
[62] Rabab K Ward,et al. A survey of signal processing algorithms in brain–computer interfaces based on electrical brain signals , 2007, Journal of neural engineering.
[63] Alan F. Smeaton,et al. Aggregating multiple body sensors for analysis in sports , 2008 .
[64] Brendan Iribe. Oculus Rift를 이용한 체감형 게임 구현 , 2014 .
[65] Jorge Lobo,et al. Distributed Accelerometers for Gesture Recognition and Visualization , 2011, DoCEIS.
[66] Divya Sharma,et al. Body area networks: A survey , 2016, 2016 3rd International Conference on Computing for Sustainable Global Development (INDIACom).
[67] Jani Mäntyjärvi,et al. Enabling fast and effortless customisation in accelerometer based gesture interaction , 2004, MUM '04.
[68] Regan L. Mandryk,et al. Using psychophysiological techniques to measure user experience with entertainment technologies , 2006, Behav. Inf. Technol..
[69] Yu-Chee Tseng,et al. Multi-screen cyber-physical video game: An integration with body-area inertial sensor networks , 2010, 2010 8th IEEE International Conference on Pervasive Computing and Communications Workshops (PERCOM Workshops).
[70] Regan L. Mandryk,et al. Biofeedback game design: using direct and indirect physiological control to enhance game interaction , 2011, CHI.