In this work we are motivated by creating a network of sensors that can be used as input devices for video games. Our goal is to create an inexpensive network of off-the-shelf sensors that are used to force proper movement and engagement of the player. Our experience shows that a distributed set of sensors around the body prevents the player from cheating the system by using motion of the device alone to trick the system. In this work we show that a relatively simple sensor network configuration can enforce proper form and ensure that the player is actively participating in the game context.
Laparoscopic common bile duct exploration remains an effective, efficient and safe first-line treatment of BDS even when carried out in regional nonspecialist units. In spite of the wide availability of ERCP, general surgeons should be encouraged to continue performing LCBDE in order to optimise patient care and maintain important surgical skills.
We have created and tested a wearable sensor network collection and interpretation of accelerometer data. This pathat detects a user's body position as input for video game per also looks at the creation of a network of four acceleroapplications. It is envisioned to take video game experiences such as meters for recording and detecting full-body poses using Dance Dance Revolution to a whole new level, replacing the binary Mahalanobis distance. Experiments were conducted to defoot-pad with a more immersive, full-body input system. We describe the design and functionality of the sensor network and experiment trn the effectrofmutilean pose accwith Mahalanobis distance as a nearest-neighbour means of rac classification. Resultsfrom our experiments with distance threshold es in difficulty between poses, appropriate thresholds for delevels, combined data sets and the effects ofpractice on user success tection, the effect of recording time, and the difference in rates are discussed. recognition rates between individual and combined data sets. A summary of our findings is then presented to support the Keywordssensor networks, video games, human-computer use of accelerometer-based sensor networks as input in video interaction, accelerometer, pose detection games. It is concluded with a brief look at future research
We have created and tested a wearable sensor network that detects a user's body position and motion as input for interactive applications. It is envisioned to take game experiences such as Dance Dance Revolution, Wii Fit, and other active play scenarios to a whole new level, augmenting or replacing the binary foot-pad and balance board with a more immersive, full-body input system. We describe the design and functionality of the sensor network to characterize and verify body pose and position, perform experiments, and report on the capabilities and limitations of such a system. Our experience shows that a distributed set of sensors around the body prevents the player from cheating the system by using motion of the device alone to trick the system. In this work we show that a relatively simple sensor network configuration can enforce proper form and ensure that the player is actively participating in the game context, while a larger configuration can be used in training applications.
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