ABSTRACT
In this paper, we present a novel user interface design for mobile games using its built-in camera. It is motivated by the problem of limited number of keys on the small keypad of mobile devices. We implement two different ways, with and without the use of markers, to study the effectiveness of the design in a 2-dimensional and 3-dimensional game respectively. The algorithms implemented in the design are lightweight enough so that they are executable in real-time and at the same time, able to produce realism for the games.
- K. L. Barron, D. J. Fleet, and S. Beauchemin, Performance of optical flow techniques. International Journal of Computer Vision, 12(1), 1994, pp. 43--77. Google ScholarDigital Library
- K. L. Harrison, K. P. Fishkin, A. Gujar, C. Mochon, and R. Want, Squeeze me, hold me, tilt me! An exploration of manipulative user interfaces. In Proc. of CHI'98, April 1998, pp. 17--24. Google ScholarDigital Library
- M. Möhring, C. Lessig, and O. Bimber, Optical tracking and video see-through AR on consumer cell phones, in: Proc. of Workshop on Virtual and Augmented Reality of the GI-Fachgruppe AR/VR, 2004, pp. 193--204.Google Scholar
- J. Rekimoto, Tilting operations for small screen interfaces. In Proceedings of UIST 1996, pp. 167--168. Google ScholarDigital Library
- M. Rohs, Real-world interaction with camera phones. In 2nd International Symposium on Ubiquitous Computing system (UCS 2004), Tokyo, Japan 2004., pp. 74--89. Google ScholarDigital Library
- B. Shneiderman, Designing the user interface: strategies for effective human-computer interaction, 4th ed., Addison-Wesley, 2004. Google ScholarDigital Library
- D. Shreiner, M. Woo, J. Neider, and T. Davis, OpenGL Architecture Review Board, OpenGL programming guide: The official guide to learning OpenGL, Version 2 (5th Edition), Addison-Wesley Professional; 5 edition, August 1, 2005. Google ScholarDigital Library
- L. Stefano and A. Bulgarelli, A simple and efficient connected component labeling algorithm, Proceedings. International Conference on Digital Object Identifier, 1999, pp. 322--327. Google ScholarDigital Library
- J. Vallino and K. N. Kutulakos, Augmented reality using affine object representations. Fundamental of Wearable Computers and Augmented Reality, Lawrence Erlbaum, 2001, pp.157--182.Google Scholar
- J. Wang, S. Zhai, and J. Canny, Camera phone based motion sensing: interaction techniques, applications and performance study, In ACM UIST 2006, Montreux, Switzerland, October 15--18, 2006, pp. 101--110. Google ScholarDigital Library
- P. D. Wellner, Adaptive thresholding for the DigitalDesk, Xerox Technical Report, vol. EPC-1993-110, 1993.Google Scholar
Index Terms
- Design and implementation of a built-in camera based user interface for mobile games
Recommendations
User experiences with mobile phone camera game interfaces
MUM '05: Proceedings of the 4th international conference on Mobile and ubiquitous multimediaThis paper presents the findings of a comparative study investigating different input interfaces for a mobile phone games application. A standard mobile phone joystick interface is compared with a phone camera interface to detect the phone translation ...
Stereo Camera Tracking for Mobile Devices
CVPRW '13: Proceedings of the 2013 IEEE Conference on Computer Vision and Pattern Recognition WorkshopsWe present our current work on a camera tracking algorithm designed for a mobile device equipped with a stereo camera. The tracker runs in real-time on a prototype mobile platform and it can be used as the core engine of augmented reality applications. ...
Future mobile device user interfaces
CHI EA '00: CHI '00 Extended Abstracts on Human Factors in Computing SystemsMobile communication and information processing is inherently different from stationary communication and information access. Mobile contexts of use and users' personal preferences strongly affect the way in which the terminal is operated via its user ...
Comments