DOI QR코드

DOI QR Code

Mobile Game Control using Gesture Recognition

제스처 인식을 활용한 모바일 게임 제어

  • 이용철 (전남대학교 전자컴퓨터공학부) ;
  • 오치민 (전남대학교 전자컴퓨터공학부) ;
  • 이칠우 (전남대학교 전자컴퓨터공학부)
  • Received : 2011.09.01
  • Accepted : 2011.10.13
  • Published : 2011.12.28

Abstract

Mobile game have an advantage of mobility, portability, and simple interface. These advantages are useful for gesture recognition based game which should not have much content quantity and complex interface. This paper suggests gesture recognition based mobile game content with user movement could be applied directly to the mobile game wherever recognition system is equipped. Gesture is recognized by obtaining user area in image from the depth image of TOF camera and going through SVM(Support Vectorn Machine) using EOH(Edge Of Histogram) features of user area. And we confirmed that gesture recognition can be utilized to user input of mobile game content. Proposed technique can be applied to a variety of content, but this paper shows a simple way of game contents which is consisted of moving and jumping newly.

Keywords

SVM;Gesture Recognition;Mobile Game

Acknowledgement

Supported by : 정보통신산업진흥원

References

  1. 한국게임산업개발원 산업정책팀, 2009 대한민국 게임백서, 한국문화콘텐츠진흥원, 2010.
  2. 김종훈, 심재호, 송창우, 이정현, "스마트 홈 환경에서 사용자 상황정보 기반의 음성 인식 시스템 개발", 한국콘텐츠학회논문지, 제8권, 제1호, pp.328-338, 2008. https://doi.org/10.5392/JKCA.2008.8.1.328
  3. D. J. Sturman and D. Zeltzer, "A Survey of Glove-based Input," IEEE Computer Graphics and Applications, Vol.14, No.1, pp.30-39, 1994. https://doi.org/10.1109/38.250916
  4. M. Turk, "Computer Vision in the Interface," Communications of the ACM, Vol.47, No.1, pp.60-67, 2004. https://doi.org/10.1145/962081.962107
  5. 김상윤, 김종구, 이칠우, "WII 컨트롤러를 이용한 제스처 인터페이스 시스템", 정보통신분야 합동 학술대회, pp.247-250, 2009.
  6. J. Shotton, "Real-Time Human Pose Recognition in Parts from Single Depth Images," IEEE Conference on Computer Vision and Pattern Recognition, pp.1297-1304, 2011.
  7. 김정훈, "구글의 안드로이드와 안드로이드마켓", 한국콘텐츠학회지, 제7권, 제2호, pp.29-36, 2009.
  8. 박재완, 오치민, 이칠우, "가상 놀이 공간 인터페이스를 위한 HMM 기반 상반신 제스처 인식", 한국콘텐츠학회논문지, 제10권, 제8호, pp.11-17, 2010. https://doi.org/10.5392/JKCA.2010.10.8.011
  9. 오일석, 패턴인식, 교보문고, 2008.