DocumentCode
2083227
Title
Computer vision for computer games
Author
Freeman, W.T. ; Tanaka, K. ; Ohta, J. ; Kyuma, K.
Author_Institution
Mitsubish Electr. Res. Lab., Cambridge, MA, USA
fYear
1996
fDate
14-16 Oct 1996
Firstpage
100
Lastpage
105
Abstract
The appeal of computer games may be enhanced by vision-based user inputs. The high speed and low cost requirements for near-term, mass-market game applications make system design challenging. The response time of the vision interface should be less than a video frame time and the interface should cost less than $50 U.S. We meet these constraints with algorithms tailored to particular hardware. We have developed a special detector, called the artificial retina chip, which allows for fast, on-chip image processing. We describe two algorithms, based on image moments and orientation histograms, which exploit the capabilities of the chip to provide interactive response to the player´s hand or body positions at 10 msec frame time and at low-cost. We show several possible game interactions
Keywords
computer games; computer vision; image sensors; artificial retina; computer games; computer vision; image moments; on-chip image processing; orientation histograms; response time; vision interface; Application software; Computer vision; Costs; Delay; Detectors; Games; Hardware; Histograms; Image processing; Retina;
fLanguage
English
Publisher
ieee
Conference_Titel
Automatic Face and Gesture Recognition, 1996., Proceedings of the Second International Conference on
Conference_Location
Killington, VT
Print_ISBN
0-8186-7713-9
Type
conf
DOI
10.1109/AFGR.1996.557250
Filename
557250
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