Onmyouji: Gesture-based virtual reality game

 
 
 
  • Abstract
  • Keywords
  • References
  • PDF
  • Abstract


    With the emergence of Virtual Reality (VR), user’s senses are taken into consideration in achieving a natural and intuitive human-computer interaction (HCI) as well for a more effective data interaction. The conventional keyboard and mouse interface and control methods of VR no longer sufficiently handles the richness of the information and facilitate intuitive user interaction in the virtual environment. There are alternative controllers such as motion controller used in the game, but this burden users for having them to hold a controller during gameplay. Hand gestures are a powerful tool for communication among humans. Hand gestures recognition has the potential to achieve the naturalness and intuitiveness for HCI. Here, we have proposed a VR game implemented a set of simple gestures with Leap Motion controller named Onmyouji. Onmyouji emphasizes on the VR experience provided with utilizing hand gestures to move and cast attack as the player control. A set of gestures are designed to fulfill the naturalness and intuitiveness of controls in the game. By qualitative user evaluation on a target interest group, most of the participants evaluated positively on the intuitive gestures and gameplay. For the overall game experience, all participants rated 4 and 5 out of 5 scores.

     

     


  • Keywords


    Gesture-based game; Gesture mechanics; Intuitive gesture; Leap motion; Virtual Reality;

  • References


      [1] Bainbridge WS (2004), Berkshire encyclopedia of human-computer interaction. Berkshire Publishing Group LLC.

      [2] Jacobson L (1993), On the cutting edge of technology. Sams Publishing.

      [3] McLellan H (2004), Handbook of research on educational communications and technology. Lawrence Erlbaum Associates.

      [4] Qiu YH & Luo XJ (2013), Application of computer virtual reality technology in modern sports. Proceedings of the IEEE 3rd International Conference on Intelligent System Design and Engineering Applications, pp. 362–364.

      [5] Quek A & See J (2015), The invoker: Intuitive gesture mechanics for motion-based shooter RPG. Proceedings of the Game Physics and Mechanics International Conference, pp. 6–10.

      [6] Zhang F, Chu S, Pan R, Ji N & Xi L (2017), Double hand-gesture interaction for walk-through in VR environment. Proceedings of the 16th International Conference in Computer and Information Science, pp. 539–544.

      [7] Murthy GR & Jadon RS (2009), A review of vision based hand gestures recognition. International Journal of Information Technology and Knowledge Management 2, 405–410.

      [8] Boas YA (2013), Overview of virtual reality technologies. Proceedings of the Interactive Multimedia Conference 2013, pp. 1–6.

      [9] Natapov D, Castellucci SJ & MacKenzie IS (2009), ISO 9241-9 evaluation of video game controllers. Proceedings of the Graphics Interface, pp. 223–230.

      [10] Chow YW (2008), The Wii Remote as an input device for 3D interaction in immersive head-mounted display virtual reality. Proceedings of the IADIS Multi Conference on Computer Science and Information Systems, pp. 8–92.

      [11] Amir MH, Quek A, Sulaiman NR & See J (2016), Duke: Enhancing virtual reality based FPS game with full-body interactions. Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, pp. 1–6.

      [12] trinusvirtualreality.com (2018), TrinusVR. https://www.trinusvirtualreality.com/.

      [13] Leap Motion Inc. (2017), Leap Motion. https://www.leapmotion.com/ .


 

View

Download

Article ID: 11465
 
DOI: 10.14419/ijet.v7i2.14.11465




Copyright © 2012-2015 Science Publishing Corporation Inc. All rights reserved.