Techniques for interactive audience participation

Dan Maynes-Aminzade, R. Pausch, S. Seitz
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引用次数: 66

Abstract

At SIGGRAPH in 1991, Loren and Rachel Carpenter unveiled an interactive entertainment system that allowed members of a large audience to control an onscreen game using red and green reflective paddles. In the spirit of this approach, we present a new set of techniques that enable members of an audience to participate, either cooperatively or competitively, in shared entertainment experiences. Our techniques allow audiences with hundreds of people to control onscreen activity by (1) leaning left and right in their seats, (2) batting a beach ball while its shadow is used as a pointing device, and (3) pointing laser pointers at the screen. All of these techniques can be implemented with inexpensive, off the shelf hardware. Me have tested these techniques with a variety of audiences; in this paper we describe both the computer vision based implementation and the lessons we learned about designing effective content for interactive audience participation.
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交互式观众参与技术
在1991年的SIGGRAPH大会上,洛伦和雷切尔·卡彭特(Loren and Rachel Carpenter)推出了一个互动娱乐系统,该系统允许大量观众使用红色和绿色反射板控制屏幕上的游戏。本着这种方法的精神,我们提出了一套新的技术,使观众成员能够参与共享的娱乐体验,无论是合作还是竞争。我们的技术允许数百人的观众通过以下方式控制屏幕上的活动:(1)在座位上向左或向右倾斜,(2)用沙滩球的影子作为指向设备来击球,(3)用激光笔指向屏幕。所有这些技术都可以用便宜的现成硬件来实现。我已经在不同的受众中测试了这些技巧;在本文中,我们描述了基于计算机视觉的实现以及我们在为交互式受众参与设计有效内容方面学到的经验教训。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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