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Accelerometer-based user interfaces for the control of a physically simulated character
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Source International Conference on Computer Graphics and Interactive Techniques archive
ACM SIGGRAPH Asia 2008 papers table of contents
Singapore
SESSION: Character animation II table of contents
Article No. 123  
Year of Publication: 2008
ISSN:0730-0301
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Authors
Takaaki Shiratori  Carnegie Mellon University
Jessica K. Hodgins  Carnegie Mellon University
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

In late 2006, Nintendo released a new game controller, the Wiimote, which included a three-axis accelerometer. Since then, a large variety of novel applications for these controllers have been developed by both independent and commercial developers. We add to this growing library with three performance interfaces that allow the user to control the motion of a dynamically simulated, animated character through the motion of his or her arms, wrists, or legs. For comparison, we also implement a traditional joystick/button interface. We assess these interfaces by having users test them on a set of tracks containing turns and pits. Two of the interfaces (legs and wrists) were judged to be more immersive and were better liked than the joystick/button interface by our subjects. All three of the Wiimote interfaces provided better control than the joystick interface based on an analysis of the failures seen during the user study.


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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Collaborative Colleagues:
Takaaki Shiratori: colleagues
Jessica K. Hodgins: colleagues