Abstract
Interactions in augmented reality systems are based on human gestures rather than classical input devices. Due to the instability of the current gesture recognition technologies, the previous development processes of augmented reality games have introduced many ad hoc methods to handle the shortcomings, and the game architectures have become highly irregular and inefficient. This paper describes an efficient development methodology for gesture-based augmented reality games through prototyping a table tennis game with a gesture interface. We also verify the applicability of the prototyping mechanism by implementing and demonstrating the augmented reality table tennis game played with real rackets wherein the implementation requires the real-time tracking of real rackets to allow fast movements and interactions without delay.
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© 2006 Springer-Verlag Berlin Heidelberg
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Park, JS., Kim, T., Yoon, JH. (2006). AR Table Tennis: A Video-Based Augmented Reality Sports Game. In: Pan, Z., Cheok, A., Haller, M., Lau, R.W.H., Saito, H., Liang, R. (eds) Advances in Artificial Reality and Tele-Existence. ICAT 2006. Lecture Notes in Computer Science, vol 4282. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11941354_21
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DOI: https://doi.org/10.1007/11941354_21
Publisher Name: Springer, Berlin, Heidelberg
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