A Comparative Study of Hand-Gesture Recognition Devices for Games

[1]  Vassilis Athitsos,et al.  Comparing gesture recognition accuracy using color and depth information , 2011, PETRA '11.

[2]  Kongqiao Wang,et al.  Hand gesture recognition and virtual game control based on 3D accelerometer and EMG sensors , 2009, IUI.

[3]  Yael Edan,et al.  Vision-based hand-gesture applications , 2011, Commun. ACM.

[4]  Kai Zhang,et al.  An interaction educational computer game framework using hand gesture recognition , 2012, ICIMCS '12.

[5]  Tassos A. Mikropoulos,et al.  Primary School Students' Attitude towards Gesture Based Interaction: A Comparison between Microsoft Kinect and Mouse , 2014, 2014 IEEE 14th International Conference on Advanced Learning Technologies.

[6]  Sandra G. Hart,et al.  Nasa-Task Load Index (NASA-TLX); 20 Years Later , 2006 .

[7]  David R. Flatla,et al.  Designing Game-Based Myoelectric Prosthesis Training , 2017, CHI.

[8]  Alexandros Pino,et al.  Using Kinect for 2D and 3D Pointing Tasks: Performance Evaluation , 2013, HCI.

[9]  Aray Kassenkhan,et al.  Gamification of Hand Rehabilitation Process Using Virtual Reality Tools: Using Leap Motion for Hand Rehabilitation , 2017, 2017 First IEEE International Conference on Robotic Computing (IRC).

[10]  D. Norman The Design of Everyday Things: Revised and Expanded Edition , 2013 .

[11]  Konstantinos Sirlantzis,et al.  Human computer interaction using gestures for mobile devices and serious games: A review , 2014, 2014 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL2014).

[12]  Anupam Agrawal,et al.  Interaction with virtual game through hand gesture recognition , 2011, 2011 International Conference on Multimedia, Signal Processing and Communication Technologies.

[13]  Chaowanan Khundam First person movement control with palm normal and hand gesture interaction in virtual reality , 2015, 2015 12th International Joint Conference on Computer Science and Software Engineering (JCSSE).

[14]  Rastko R. Selmic,et al.  Real-time classification of dynamic hand gestures from marker-based position data , 2013, IUI '13 Companion.

[15]  Carl Gutwin,et al.  A Design Framework for Awareness Cues in Distributed Multiplayer Games , 2018, CHI.

[16]  Yiannis Kompatsiaris,et al.  Pottery gestures style comparison by exploiting Myo sensor and forearm anatomy , 2016, MOCO.

[17]  Frank Weichert,et al.  Analysis of the Accuracy and Robustness of the Leap Motion Controller , 2013, Sensors.

[18]  Wei Lu,et al.  Dynamic Hand Gesture Recognition With Leap Motion Controller , 2016, IEEE Signal Processing Letters.

[19]  Jorge C. S. Cardoso,et al.  The Leap Motion movement for 2D pointing tasks: Characterisation and comparison to other devices , 2015, 2015 International Conference on Pervasive and Embedded Computing and Communication Systems (PECCS).

[20]  Pourang Irani,et al.  Consumed endurance: a metric to quantify arm fatigue of mid-air interactions , 2014, CHI.

[21]  Syed Faiz Ahmed,et al.  Electronic Speaking Glove for speechless patients, a tongue to a dumb , 2013, 2010 IEEE Conference on Sustainable Utilization and Development in Engineering and Technology.

[22]  S. Hart,et al.  Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research , 1988 .

[23]  Brett Wilkinson,et al.  Comparison of gestural, touch, and mouse interaction with Fitts' law , 2013, OZCHI.

[24]  Kihong Park,et al.  User Study of VR Basic Controller and Data Glove as Hand Gesture Inputs in VR Games , 2017, 2017 International Symposium on Ubiquitous Virtual Reality (ISUVR).

[25]  Anupam Agrawal,et al.  Vision based hand gesture recognition for human computer interaction: a survey , 2012, Artificial Intelligence Review.

[26]  Zhihan Lv,et al.  Touch-less interactive augmented reality game on vision-based wearable device , 2015, Personal and Ubiquitous Computing.

[27]  I. Scott MacKenzie,et al.  Fitts' Law as a Research and Design Tool in Human-Computer Interaction , 1992, Hum. Comput. Interact..

[28]  Daniel Vogel,et al.  Gunslinger: Subtle Arms-down Mid-air Interaction , 2015, UIST.

[29]  William F. Moroney,et al.  A comparison of two scoring procedures with the NASA task load index in a simulated flight task , 1992, Proceedings of the IEEE 1992 National Aerospace and Electronics Conference@m_NAECON 1992.

[30]  Dieter Kranzlmüller,et al.  ShoeSoleSense: proof of concept for a wearable foot interface for virtual and real environments , 2013, VRST '13.

[31]  Jaakko Stenros,et al.  Social Network Games , 2013 .

[32]  Kazuo Kyuma,et al.  Computer vision for computer games , 1996, Proceedings of the Second International Conference on Automatic Face and Gesture Recognition.

[33]  Bei Yuan,et al.  Game accessibility: a survey , 2011, Universal Access in the Information Society.

[34]  Carl Gutwin,et al.  A Descriptive Framework of Workspace Awareness for Real-Time Groupware , 2002, Computer Supported Cooperative Work (CSCW).

[35]  Ying-Chao Tung,et al.  TranSection: Hand-Based Interaction for Playing a Game within a Virtual Reality Game , 2015, CHI Extended Abstracts.

[36]  Dacheng Tao,et al.  Locally regularized sliced inverse regression based 3D hand gesture recognition on a dance robot , 2013, Inf. Sci..

[37]  Faustina Hwang,et al.  An analysis of mid-air gestures used across three platforms , 2015, BCS HCI.

[38]  Michael M. Bronstein,et al.  Contactless biometric hand geometry recognition using a low-cost 3D camera , 2015, 2015 International Conference on Biometrics (ICB).

[39]  Franck Poirier,et al.  The Issues of 3D Hand Gesture and Posture Recognition Using the Kinect , 2014, HCI.

[40]  Mircea Nicolescu,et al.  Vision-based hand pose estimation: A review , 2007, Comput. Vis. Image Underst..

[41]  Antti Oulasvirta,et al.  Investigating the Dexterity of Multi-Finger Input for Mid-Air Text Entry , 2015, CHI.

[42]  Ionel Staretu,et al.  Leap Motion Device Used to Control a Real Anthropomorphic Gripper , 2016 .

[43]  Sultan A. Alharthi,et al.  Playing to Wait: A Taxonomy of Idle Games , 2018, CHI.

[44]  Eurico Carrapatoso,et al.  Performance evaluation of gesture-based interaction between different age groups using Fitts' Law , 2015, Interacción.

[45]  Teddy Seyed,et al.  User Elicitation on Single-hand Microgestures , 2016, CHI.

[46]  Yuan Yao,et al.  A Gestural Interface for Practicing Children's Spatial Skills , 2017, IUI Companion.

[47]  Joseph J. LaViola,et al.  Context aware 3D gesture recognition for games and virtual reality , 2015, SIGGRAPH Courses.

[48]  Yanmin Zhu,et al.  Real-time hand gesture recognition with Kinect for playing racing video games , 2014, 2014 International Joint Conference on Neural Networks (IJCNN).

[49]  Liberios Vokorokos,et al.  Motion sensors: Gesticulation efficiency across multiple platforms , 2016, 2016 IEEE 20th Jubilee International Conference on Intelligent Engineering Systems (INES).

[50]  Aaron Tabor,et al.  The Falling of Momo: A Myo-Electric Controlled Game to Support Research in Prosthesis Training , 2016, CHI PLAY.

[51]  Peter Bayliss,et al.  Beings in the game-world: characters, avatars, and players , 2007, IE '07.

[52]  Gerhard Rigoll,et al.  Static and Dynamic Hand-Gesture Recognition for Augmented Reality Applications , 2007, HCI.

[53]  Antti Oulasvirta,et al.  Performance and Ergonomics of Touch Surfaces: A Comparative Study using Biomechanical Simulation , 2015, CHI.

[54]  Muhammad Modi bin Lakulu,et al.  A Review on Systems-Based Sensory Gloves for Sign Language Recognition State of the Art between 2007 and 2017 , 2018, Sensors.

[55]  Florian Mueller,et al.  Experiencing the Body as Play , 2018, CHI.

[56]  Manfred Tscheligi,et al.  Physics-based gaming: exploring touch vs. mid-air gesture input , 2015, IDC.

[57]  P. Morasso Spatial control of arm movements , 2004, Experimental Brain Research.

[58]  Quang Vinh Nguyen,et al.  Enabling Finger-Gesture Interaction with Kinect , 2015, VINCI.