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MOCA: A Low-Power, Low-Cost Motion Capture System Based on Integrated Accelerometers
Author(s) -
Elisabetta Farella,
Luca Benini,
B. Riccò,
Andrea Acquaviva
Publication year - 2007
Publication title -
advances in multimedia
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.278
H-Index - 17
eISSN - 1687-5699
pISSN - 1687-5680
DOI - 10.1155/2007/82638
Subject(s) - accelerometer , computer science , gesture recognition , wearable computer , gesture , motion capture , virtual reality , human–computer interaction , computer vision , context (archaeology) , point (geometry) , artificial intelligence , motion (physics) , real time computing , embedded system , paleontology , geometry , mathematics , biology , operating system
Human-computer interaction (HCI) and virtual reality applications pose the challenge of enabling real-time interfaces for natural interaction. Gesture recognition based on body-mounted accelerometers has been proposed as a viable solution to translate patterns of movements that are associated with user commands, thus substituting point-and-click methods or other cumbersome input devices. On the other hand, cost and power constraints make the implementation of a natural and efficient interface suitable for consumer applications a critical task. Even though several gesture recognition solutions exist, their use in HCI context has been poorly characterized. For this reason, in this paper, we consider a low-cost/low-power wearable motion tracking system based on integrated accelerometers called motion capture with accelerometers (MOCA) that we evaluated for navigation in virtual spaces. Recognition is based on a geometric algorithm that enables efficient and robust detection of rotational movements. Our objective is to demonstrate that such a low-cost and a low-power implementation is suitable for HCI applications. To this purpose, we characterized the system from both a quantitative point of view and a qualitative point of view. First, we performed static and dynamic assessment of movement recognition accuracy. Second, we evaluated the effectiveness of user experience using a 3D game application as a test bed

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