ABSTRACT
We present an immersive gaming demonstration using the minimum amount of wearable sensors. The game demonstrated is two-player tennis. We combine a virtual environment with real 3D representations of physical objects like the players and the tennis racquet (if available). The main objective of the game is to provide as real an experience of tennis as possible, while also being as less intrusive as possible. The game is played across a network, and this opens the possibility of two remote players playing a game together on a single virtual tennis pitch. The Microsoft Kinect sensors are used to obtain a 3D point cloud and a skeletal map representation of the player. This 3D point cloud is mapped on to the virtual tennis pitch. We also use a wireless wearable Attitude and Heading Reference System (AHRS) mote, which is strapped onto the wrist of the players. This mote gives us precise information about the movement (swing, rotation etc.) of the playing arm. This information along with the skeletal map is used to implement the physics of the game. Using this game we demonstrate our solutions for simultaneous data acquisition, 3D point-cloud mapping in a virtual space, use of the Kinect and AHRS sensors to calibrate real and virtual objects and for interaction of virtual objects with a 3D point cloud.
Supplemental Material
Available for Download
- W. Wu, Z. Yang, K. Nahrstedt, A Study of Visual Context Representation and Control for Remote Sport Learning Tasks, in Proc. Of World Conference on Educational Multimedia, Hypermedia & Telecommunications (ED-MEDIA'08), 2008.Google Scholar
- Z. Yang, B. Yu, R. Diankov, W. Wu and R. Bajcsy, Collaborative Dancing in Tele-immersive Environment, in Proc. of ACM Multimedia (MM'06) Short Paper, Santa Barbara, CA, 2006. Google ScholarDigital Library
- W. Wu, A. Arefin, Z. Huang, P. Agarwal, S. Shi, R. Rivas, K. Nahrstedt, I'm the Jedi! - A Case Study of User Experience in 3D Tele-immersive Gaming, in Proc. of IEEE International Symposium on Multimedia (ISM), 2010. Google ScholarDigital Library
- G. Kurillo, Z. Li, R .Bajcsy, Framework for Hierarchical Calibration of Multi-camera Systems for Tele-immersion, IMMERSCOM '09, Berkeley, California, USA, 2009. Google ScholarDigital Library
- MPU-6050, MEMS Motion Tracking Devices, InvenSense : http://invensense.com/mems/gyro/mpu6050.htmlGoogle Scholar
- EZ430-RF2560 Embedded Processor, Texas Instruments : http://processors.wiki.ti.com/index.php/EZ430-RF2560Google Scholar
- Ozyagcilar, T. 2012. Calibrating an eCompass in the Presence of Hard and Soft-Iron Interference. Freescale Semiconductor Ltd. 2012.Google Scholar
- S. O. H Madgwick, A. J. L. Harrison, and R. Vaidyanathan. Estimation of IMU and MARG orientation using a gradient descent algorithm. IEEE International Conference on Rehabilitation Robotics. ETH Zurich Science City, Switzerland, June 29--July 1, 2011.Google ScholarCross Ref
- PhysX, Game physics library, NVIDIA Corporation: http://developer.nvidia.com/physxGoogle Scholar
- W. Wu, A. Arefin, G. Kurillo, P. Agarwal, K. Nahrstedt, R. Bajcsy, Color-plus-Depth Level-of-Detail in 3D Tele-immersive Video: A Psychophysical Approach, Proceedings of ACM Multimedia (MM'11), Scottsdale, Arizona, 2011. Google ScholarDigital Library
Index Terms
- Immersive multiplayer tennis with microsoft kinect and body sensor networks
Recommendations
Player Experience in a VR and Non-VR Multiplayer Game
VRIC '18: Proceedings of the Virtual Reality International Conference - Laval VirtualSeveral studies compared the player experience of Virtual Reality (VR) games and non-VR games. However, there is a lack of research on the specific subject of VR and non-VR multiplayer games. Therefore, this work explores how implementing a multiplayer ...
Developing an augmented reality racing game
INTETAIN '08: Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINmentAugmented reality (AR) makes it possible to create games in which virtual objects are overlaid on the real world, and real objects are tracked and used to control virtual ones. We describe the development of an AR racing game created by modifying an ...
Immersive Multiplayer Games With Tangible and Physical Interaction
In this paper, we present a new immersive multiplayer game system developed for two different environments, namely, virtual reality (VR) and augmented reality (AR). To evaluate our system, we developed three game applications-a first-person-shooter game ...
Comments