Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/8370
Full metadata record
DC FieldValueLanguage
dc.contributor.authorCUYPERS, Tom-
dc.contributor.authorVANAKEN, Cedric-
dc.contributor.authorFRANCKEN, Yannick-
dc.contributor.authorVAN REETH, Frank-
dc.contributor.authorBEKAERT, Philippe-
dc.date.accessioned2008-07-07T09:18:13Z-
dc.date.available2008-07-07T09:18:13Z-
dc.date.issued2008-
dc.identifier.citationBraz, J & Nune, NJ & Pereira, JM (Ed.) GRAPP 2008: PROCEEDINGS OF THE THIRD INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS THEORY AND APPLICATIONS. p. 443-449.-
dc.identifier.isbn978-989-8111-20-3-
dc.identifier.urihttp://hdl.handle.net/1942/8370-
dc.description.abstractWe present a framework that allows for a straightforward development of multi-camera controlled interactive video games. Compared to traditional gaming input devices, cameras provide players with many degrees of freedom and a natural kind of interaction. The use of cameras can even obsolete the need for special clothing or other tracking devices. This partly accounted for the success of the currently popular single-camera video games like the Sony Eyetoy. However, these games are fairly limited in the use of 3D scene information. Using multi-camera setups, this limitation can be surpassed, but typically many different image processing and computer vision techniques are involved. Our framework divides multi-camera based games into basic algorithms that are easily combinable into several sequentially executed stages. Therefore the amount of effort to develop new games can significantly be reduced. The capabilities of our framework are demonstrated with a number of conceptual games, proving that multi-camera controlled video games can be created with off-the-shelf hardware.-
dc.language.isoen-
dc.publisherINSTICC-INST SYST TECHNOLOGIES INFORMATION CONTROL & COMMUNICATION-
dc.subject.otherinteractive video games, video-based rendering, human computer interaction-
dc.titleA multi-camera framework for interactive video games-
dc.typeProceedings Paper-
local.bibliographicCitation.authorsBraz, J-
local.bibliographicCitation.authorsNune, NJ-
local.bibliographicCitation.authorsPereira, JM-
local.bibliographicCitation.conferencedateJAN 22-25-
local.bibliographicCitation.conferencenameInternational Conference on Computer Graphics Theory and Applications-
local.bibliographicCitation.conferenceplaceFunchal, PORTUGAL-
dc.identifier.epage449-
dc.identifier.spage443-
local.format.pages7-
local.bibliographicCitation.jcatC1-
dc.description.notesTransnationale Univ Limburg, Expertise Ctr Digital Media, Hasselt Univ, Diepenbeek, B-3590 Belgium.-
local.type.refereedRefereed-
local.type.specifiedProceedings Paper-
dc.bibliographicCitation.oldjcatC1-
dc.identifier.isi000256582000060-
dc.identifier.urlhttp://www.grapp.org/Abstracts/2008/GRAPP_2008_Abstracts.htm-
local.bibliographicCitation.btitleGRAPP 2008: PROCEEDINGS OF THE THIRD INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS THEORY AND APPLICATIONS-
item.validationecoom 2009-
item.accessRightsOpen Access-
item.fullcitationCUYPERS, Tom; VANAKEN, Cedric; FRANCKEN, Yannick; VAN REETH, Frank & BEKAERT, Philippe (2008) A multi-camera framework for interactive video games. In: Braz, J & Nune, NJ & Pereira, JM (Ed.) GRAPP 2008: PROCEEDINGS OF THE THIRD INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS THEORY AND APPLICATIONS. p. 443-449..-
item.fulltextWith Fulltext-
item.contributorCUYPERS, Tom-
item.contributorVANAKEN, Cedric-
item.contributorFRANCKEN, Yannick-
item.contributorVAN REETH, Frank-
item.contributorBEKAERT, Philippe-
Appears in Collections:Research publications
Files in This Item:
File Description SizeFormat 
grapp2008.pdf373.62 kBAdobe PDFView/Open
Show simple item record

WEB OF SCIENCETM
Citations

1
checked on Apr 24, 2024

Page view(s)

100
checked on Nov 7, 2023

Download(s)

138
checked on Nov 7, 2023

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.