| CamBall: augmented networked table tennis played with real rackets |
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The Australasian Computing Education Conference; Vol. 74
archive
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
table of contents
Singapore
Pages: 275 - 276
Year of Publication: 2004
ISBN:1-58113-882-2
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Downloads (6 Weeks): 3, Downloads (12 Months): 20, Citation Count: 5
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ABSTRACT
We present a computer system for natural interaction in an augmented virtual environment, enabling people to play table tennis over Internet/LAN with real rackets. No special hardware is required except for the web cameras. The pose of the rackets is computed by marker detection from the image. The players see each other in the camera image, which is streamed real time over the network. The multicast implementation enables a network audience to view the game, too.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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Chen J., Preston T., PIT Ping Pong Project, 1999, <u>http://www.cs.unc.edu/~preston/236/project.html.</u>
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Live Action Ping Pong, 2003, <u>http://www.dgate.co.kr/eng/product/lapp01.php.</u>
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Cannon Smash, 2001, <u>http://cannonsmash.sourceforge.net/</u>.
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Pyökkimies E.-P., Detection of Object's Distance and Orientation, Technical Report, VTT, Espoo, Finland, 2002. <u>http://www.vtt.fi/multimedia</u> -Presentations.
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Virtamo J. T., Valli S. T., Vector quantization with hierarchical classification of sub-blocks, Signal Processing: Image Communication, 8, 1996, 475--479.
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CamBall Download, 2003, <u>http://www.vtt.fi/multimedia.</u>
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