Game services have thus far mostly provided images of 2D resources, but with users’ requests increasing for more real-sense contents and advancement in technology development, games have been able to provide 3D resources. However, to configure an environment identical with reality, a certain area for actual experience is required, which in turn must require the securing of broad space, making the attempt uneconomical. It is suggested that, as an alternative, virtual reality and augmented reality technologies can deliver images identical with reality, but this can only resolve the visual and auditory senses of senses experienced by humans. This paper constructed a system designed to play holography technology-based games using Kinect. As a result, we have enabled an efficient creation of space by using hologram-based images with a depth value as contents. In addition, By incorporating the user's hand tracking technology into games, using Kinect, we have configured games in such a way that they can be played by recognizing the hand movements of the user without requiring the user to wear complex interaction equipment. Thus, it was confirmed that it is possible to develop experiential workout games in which the user can not only take interest but have workout effects at low cost.
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@article{ART002252907}, author={Choi,Gil-Rim and Seung Jae Lee and HyunJu Kim}, title={The Development of Holography-based Ping Pong Game System using Hand Tracking Interaction}, journal={Journal of Knowledge Information Technology and Systems}, issn={1975-7700}, year={2017}, volume={12}, number={4}, pages={551-558}, doi={10.34163/jkits.2017.12.4.009}
TY - JOUR AU - Choi,Gil-Rim AU - Seung Jae Lee AU - HyunJu Kim TI - The Development of Holography-based Ping Pong Game System using Hand Tracking Interaction JO - Journal of Knowledge Information Technology and Systems PY - 2017 VL - 12 IS - 4 PB - Korea Knowledge Information Technology Society SP - 551 EP - 558 SN - 1975-7700 AB - Game services have thus far mostly provided images of 2D resources, but with users’ requests increasing for more real-sense contents and advancement in technology development, games have been able to provide 3D resources. However, to configure an environment identical with reality, a certain area for actual experience is required, which in turn must require the securing of broad space, making the attempt uneconomical. It is suggested that, as an alternative, virtual reality and augmented reality technologies can deliver images identical with reality, but this can only resolve the visual and auditory senses of senses experienced by humans. This paper constructed a system designed to play holography technology-based games using Kinect. As a result, we have enabled an efficient creation of space by using hologram-based images with a depth value as contents. In addition, By incorporating the user's hand tracking technology into games, using Kinect, we have configured games in such a way that they can be played by recognizing the hand movements of the user without requiring the user to wear complex interaction equipment. Thus, it was confirmed that it is possible to develop experiential workout games in which the user can not only take interest but have workout effects at low cost. KW - Sensory game;Holography;Stereoscopic;Hand tracking;Interaction DO - 10.34163/jkits.2017.12.4.009 ER -
Choi,Gil-Rim, Seung Jae Lee and HyunJu Kim. (2017). The Development of Holography-based Ping Pong Game System using Hand Tracking Interaction. Journal of Knowledge Information Technology and Systems, 12(4), 551-558.
Choi,Gil-Rim, Seung Jae Lee and HyunJu Kim. 2017, "The Development of Holography-based Ping Pong Game System using Hand Tracking Interaction", Journal of Knowledge Information Technology and Systems, vol.12, no.4 pp.551-558. Available from: doi:10.34163/jkits.2017.12.4.009
Choi,Gil-Rim, Seung Jae Lee, HyunJu Kim "The Development of Holography-based Ping Pong Game System using Hand Tracking Interaction" Journal of Knowledge Information Technology and Systems 12.4 pp.551-558 (2017) : 551.
Choi,Gil-Rim, Seung Jae Lee, HyunJu Kim. The Development of Holography-based Ping Pong Game System using Hand Tracking Interaction. 2017; 12(4), 551-558. Available from: doi:10.34163/jkits.2017.12.4.009
Choi,Gil-Rim, Seung Jae Lee and HyunJu Kim. "The Development of Holography-based Ping Pong Game System using Hand Tracking Interaction" Journal of Knowledge Information Technology and Systems 12, no.4 (2017) : 551-558.doi: 10.34163/jkits.2017.12.4.009
Choi,Gil-Rim; Seung Jae Lee; HyunJu Kim. The Development of Holography-based Ping Pong Game System using Hand Tracking Interaction. Journal of Knowledge Information Technology and Systems, 12(4), 551-558. doi: 10.34163/jkits.2017.12.4.009
Choi,Gil-Rim; Seung Jae Lee; HyunJu Kim. The Development of Holography-based Ping Pong Game System using Hand Tracking Interaction. Journal of Knowledge Information Technology and Systems. 2017; 12(4) 551-558. doi: 10.34163/jkits.2017.12.4.009
Choi,Gil-Rim, Seung Jae Lee, HyunJu Kim. The Development of Holography-based Ping Pong Game System using Hand Tracking Interaction. 2017; 12(4), 551-558. Available from: doi:10.34163/jkits.2017.12.4.009
Choi,Gil-Rim, Seung Jae Lee and HyunJu Kim. "The Development of Holography-based Ping Pong Game System using Hand Tracking Interaction" Journal of Knowledge Information Technology and Systems 12, no.4 (2017) : 551-558.doi: 10.34163/jkits.2017.12.4.009