Evensuma on YT: We are developing the Flexible Action and Articulated Skeleton Toolkit (FAAST), which is middleware to facilitate integration of full-body control with games and VR applications. FAAST currently supports the PrimeSensor and the Microsoft Kinect using the OpenNI framework.
In this video, we show how FAAST can be used to control off-the-shelf video games such as World of Warcraft. Since these games would not normally support motion sensing devices, FAAST emulates keyboard input triggered by body posture and specific gestures. These controls can be dynamically configured for different applications and games.
FAAST is free software that uses the OpenNI framework. We are currently preparing the toolkit for an open-source release. You can download FAAST at:
http://people.ict.usc.edu/~suma/faast/ ---------------------------------------
Evan A. Suma, Belinda Lange, Skip Rizzo, David Krum, and Mark Bolas
Institute for Creative Technologies
University of Southern California
6 Comments
ant*actionpack *engineer
siftbotAdding video to channels (Actionpack) - requested by ant.
GenjiKilpatrickI like how Steven Seagal explains how he plans to fight obesity at the end of the vid.
griefer_queaferFinally. Maybe now all those "moving" athletes will get off their fat asses and start playing a real man's sport.
MilkmanDansays...GIMMICK! Gaming always has these cycles of little peripherals, control schemes, etc. that at best contribute a few fun experiences, but are always are advertised as revolutionary, incredible things that will forever change way we play games.
Some examples:
Nintendo Power Glove (NES) - worthless as a controller, for any purpose
Light Gun (NES) - Games worth playing that used the light gun: Duck Hunt
Super Scope (SNES) - the Super Nintendo version of the light gun, minus anything worthwhile to play with it
3D/"Virtual Reality" goggles, Virtual Boy (var.) - the next "big thing" is always 3D displays through glasses or head-mounted displays. Reality: the hardware has always detracted from the experience, ranging from mildly annoying at best to instant motion sickness / vomit-inducing nightmare. Good 3D software engines displayed on a flat 2D screen actually *did* revolutionize gaming in a way these likely never will.
Dance Pad/Mat control (Dance Dance Revolution, etc.) - Makes kids exercise! Watch all the fatties lose weight! Sound familiar? Reality: niche appeal, niche market, fatties stay fat
Guitar Hero guitar controllers - Kids learn to appreciate music! They can develop musical talent! Reality: learn to play a faster-paced, vaguely guitar shaped version of Simon!
I don't mean to suggest that some of these things aren't fun. However, I think this sort of thing is guaranteed to have at best a pretty quick flash-in-the-pan sort of popularity. The best ones are instances where the peripheral is designed to work and work well with one given game or type of game, and the cost of that niche input method is just added in to the price of the game it was designed for.
To me, Nintendo was insane to base the entire market viability of the Wii around motion control. Competitors will develop their own solutions (Kinect, for example) and steal away some of the surge of motion control novelty attraction. Once the novelty wears off people will realize that the controllers, keyboard and mouse, joysticks etc. that have been used as input methods for 30+ years have been around that long because they aren't gimmicks, they actually *(&%ing work.
/rant over
//get off my lawn
deathcowlooks MEGA annoying
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