As the need for sensors increases with the inception of virtual reality, augmented reality and mixed reality, the purpose of this paper is to evaluate the suitability of the two Kinect devices and the Leap Motion Controller. When evaluating the suitability, the authors’ focus was on the state of the art, device comparison, accuracy, precision, existing gesture recognition algorithms and on the price of the devices. The aim of this study is to give an insight whether these devices could substitute more expensive sensors in the industry or on the market. While in general the answer is yes, it is not as easy as it seems: There are significant differences between the devices, even between the two Kinects, such as different measurement ranges, error distributions on each axis and changing depth precision relative to distance.
Abstract-In this paper some experiences are described, from requirements gathering to design and implementation, in the European project "Intelligent Serious Games for Social and Cognitive Competence". The main goal of the project is to develop serious games for social and cognitive competence of children with learning difficulties. The aim of these games is to teach youth with mild disabilities about social skills, basic skills, key cognitive competence skills and work skills. Using these interactive mobile games and 3D simulations helps the social integration and personal development of these children and youth. The project uses serious games and 3D simulations so that teaching and learning becomes interesting, playful, attractive and efficient
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