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Second IEEE International Conference on Automatic Face and Gesture Recognition (FG '96)
Computer vision for computer games
Killington, Vermont
October 14-October 16
ISBN: 0-8186-7713-9
W. T. Freeman, Mitsubishi Electric
K. Tanaka, Mitsubishi Electric
J. Ohta, Mitsubishi Electric
K. Kyuma, Mitsubishi Electric
The appeal of computer games may be enhanced by vision-based user inputs. The high speed and low cost requirements for near-term, mass-market game applications make system design challenging. The response time of the vision interface should be less than a video frame time and the interface should cost less than $50 U.S. We meet these constraints with algorithms tailored to particular hardware. We have developed a special detector, called the artificial retina chip, which allows for fast, on-chip image processing. We describe two algorithms, based on image moments and orientation histograms, which exploit the capabilities of the chip to provide interactive response to the player's hand or body positions at 10 msec frame time and at low-cost. We show several possible game interactions.
Index Terms:
computer vision, computer games, human-computer interface, artificial retina.
Citation:
W. T. Freeman, K. Tanaka, J. Ohta, K. Kyuma, "Computer vision for computer games," fg, pp.100, Second IEEE International Conference on Automatic Face and Gesture Recognition (FG '96), 1996
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