• 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