2009Unpublished venueRequires access

A 3-D Acceleration-Based Control Algorithm for Interactive Gaming Using a Head-Worn Wireless Device

Tiexiang Wen, Lei Wang, Jia Gu, Bang-Yu Huang

Open publisher page 6 citations

Abstract

In this paper we presented a threshold-based interactive algorithm using Body Sensor Networks (BSN) for real-time game controls. The system setup is consists of three modules: a wireless signal acquisition module which utilized a BSN node embedded with a 3-D accelerometer sensor to sense the head movements, a keyboard emulation module where our threshold-based control algorithm is utilized to emulate key press strategies, and a game application module in the computer terminal where we choose the open source racing game - "tux racer". Instead of controlling by the conventional human- computer methods (HCI) such as keyboards or mice, the game is now controlled by our 3-D accelerometer signal from our head movements. Keyboard emulation module was built up to connect the computer game and the 3-D accelerometer sensor. In the keyboard emulation module we employed the threshold-based algorithm, which has been tested over 1000 times. The result suggested that our system setup was fully functioning and the interactive algorithm is quit suitable for real-time gaming control in the context of our head-worn wireless device.

About this research paper

What this paper is about

In this paper we presented a threshold-based interactive algorithm using Body Sensor Networks (BSN) for real-time game controls. The system setup is consists of three modules: a wireless signal acquisition module which utilized a BSN node embedded with a 3-D accelerometer sensor to sense the head movements, a keyboard emulation module where our threshold-based control algorithm is utilized to emulate key press strategies, and a game application module in the computer terminal where we choose the open source racing game - "tux racer". Instead of controlling by the conventional human- computer methods (HCI) such as keyboards or mice, the game is now controlled by our 3-D accelerometer signal from our head movements. Keyboard emulation module was built up to connect the computer game and the 3-D accelerometer sensor. In the keyboard emulation module we employed the threshold-based algorithm, which has been tested over 1000 times. The result suggested that our system setup was fully functioning and the interactive algorithm is quit suitable for real-time gaming control in the context of our head-worn wireless device.

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Available abstract

In this paper we presented a threshold-based interactive algorithm using Body Sensor Networks (BSN) for real-time game controls. The system setup is consists of three modules: a wireless signal acquisition module which utilized a BSN node embedded with a 3-D accelerometer sensor to sense the head movements, a keyboard emulation module where our threshold-based control algorithm is utilized to emulate key press strategies, and a game application module in the computer terminal where we choose the open source racing game - "tux racer". Instead of controlling by the conventional human- computer methods (HCI) such as keyboards or mice, the game is now controlled by our 3-D accelerometer signal from our head movements. Keyboard emulation module was built up to connect the computer game and the 3-D accelerometer sensor. In the keyboard emulation module we employed the threshold-based algorithm, which has been tested over 1000 times. The result suggested that our system setup was fully functioning and the interactive algorithm is quit suitable for real-time gaming control in the context of our head-worn wireless device.

Key concepts: Emulation, Accelerometer, Computer science, Wireless, Node (physics), Wireless sensor network, Acceleration, Context (archaeology)

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