Screen climbing games have made a new category of gaming experience between\na human climber and a virtual game projected onto an artificial climbing wall. Here,\nclimbing motion recognition is required to interact with the game. In existing climbing\ngames, motion recognition is based on a simple calculation using the depth difference\nbetween the climber�s body area and the climbing wall. However, using the body area\nin this way is devoid of anatomical information; thus the gaming system cannot recognize\nwhich part, or parts, of the climber�s body is in contact with the artificial climbing\nwall. In this paper, we present a climbing motion recognition method using anatomical\ninformation obtained by parsing a climber�s body area into its constituent anatomical\nparts. In ensuring that game events consider anatomical information, a climbing game\ncan provide a more immersive experience for gamers.
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