skip to main content
10.1145/1178477.1178548acmotherconferencesArticle/Chapter ViewAbstractPublication PagesesemConference Proceedingsconference-collections
Article

Developing games with Magic Playground: a gesture-based game engine

Published: 15 June 2005 Publication History

Abstract

This paper presents Magic Playground, a game engine that enables the development of entertainment applications with realtime gesture-based Human-Computer Interaction (HCI). We describe the main architectural elements of our system and provide a guideline on how to program the engine in order to create games. Finally, we present usability evaluation results of a game, which emulates the known Tetris game1

References

[1]
Yoshinori Niwa, et. al., "Robust face detection and Japanese Sign Language hand posture recognition for human-computer interaction in an "intelligent" room". VI'2002, Faculty of Engineering, Gifu University, 2002.
[2]
Mario Aguilar, et. al. "Facilitating user interaction with complex systems via hand gesture recognition". ACMSE'03.Knowledge Systems Laboratory, Jacksonville State University, 2003.
[3]
Larry S., et. al., "A statistical approach for real-time robust background subtraction and shadow detection". Technical report, Computer Vision Laboratory University of Maryland, 1999.
[4]
Barbara Mazzarino, et. al., "Analysis of expressive gesture: The eyesweb expressive gesture processing library". Proc. of Gesture Workshop 2003, Genova, 2003.

Cited By

View all
  • (2017)Academic methods for usability evaluation of serious gamesMultimedia Tools and Applications10.1007/s11042-016-3845-976:4(5755-5784)Online publication date: 1-Feb-2017

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
June 2005
511 pages
ISBN:1595931104
DOI:10.1145/1178477
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 June 2005

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. game engine
  2. gesture based human-computer interaction
  3. usability evaluation

Qualifiers

  • Article

Conference

ACE05

Acceptance Rates

Overall Acceptance Rate 36 of 90 submissions, 40%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)1
  • Downloads (Last 6 weeks)0
Reflects downloads up to 16 Feb 2025

Other Metrics

Citations

Cited By

View all
  • (2017)Academic methods for usability evaluation of serious gamesMultimedia Tools and Applications10.1007/s11042-016-3845-976:4(5755-5784)Online publication date: 1-Feb-2017

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media