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demonstration

Using smart eyeglasses as a wearable game controller

Published: 07 September 2015 Publication History

Abstract

We investigated how regular eyeglasses fitted with sensing and processing capabilities can be used as a wearable game controller. For this purpose we built a demo based on our smart eyeglasses prototype. WISEglass allows the wearer to control the game Pac-Man through head motions. The control signals are extracted from a gyroscope mounted in the temple of WISEglass. Furthermore we integrated heart rate information into the game.

References

[1]
Oliver Amft, Florian Wahl, Shoya Ishimaru, and Kai Kunze. 2015. Making Regular Eyeglasses Smart. Pervasive Computing, IEEE 14, 3 (2015), 32--43.
[2]
Omer Aziz, Benny Lo, Rachel King, Ara Darzi, and Guang-Zhong Yang. 2006. Pervasive body sensor network: an approach to monitoring the post-operative surgical patient. In Wearable and Implantable Body Sensor Networks, 2006. BSN 2006. International Workshop on. IEEE, 4--pp.
[3]
Ronald T Azuma and others. 1997. A survey of augmented reality. Presence 6, 4 (1997), 355--385.
[4]
Ling Bao and Stephen S Intille. 2004. Activity recognition from user-annotated acceleration data. In Pervasive computing. Springer, 1--17.
[5]
Javier Hernandez and Rosalind W Picard. 2014. SenseGlass: Using Google Glass to sense daily emotions. In Proceedings of the adjunct publication of the 27th annual ACM symposium on User interface software and technology. ACM, 77--78.
[6]
Shoya Ishimaru, Kai Kunze, Koichi Kise, Jens Weppner, Andreas Dengel, Paul Lukowicz, and Andreas Bulling. 2014. In the blink of an eye: combining head motion and eye blink frequency for activity recognition with google glass. In Proceedings of the 5th Augmented Human International Conference. ACM, 15.
[7]
Florian Wahl, Martin Freund, and Oliver Amft. In press 2015. WISEglass - Multi-purpose context-aware smart eyeglasses. In Proceedings of the 2015 ACM International Symposium on Wearable Computers. ACM.

Cited By

View all
  • (2021)Ubiquitous Interactions for Heads-Up Computing: Understanding Users’ Preferences for Subtle Interaction Techniques in Everyday SettingsProceedings of the 23rd International Conference on Mobile Human-Computer Interaction10.1145/3447526.3472035(1-15)Online publication date: 27-Sep-2021
  • (2021)Wearable Interactions for Users with Motor Impairments: Systematic Review, Inventory, and Research ImplicationsProceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3441852.3471212(1-15)Online publication date: 17-Oct-2021
  • (2020)EyeCom-An Innovative Approach for Computer InteractionProcedia Computer Science10.1016/j.procs.2019.04.075151:C(559-566)Online publication date: 1-Jul-2020
  • Show More Cited By

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  1. Using smart eyeglasses as a wearable game controller

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    Published In

    cover image ACM Conferences
    UbiComp/ISWC'15 Adjunct: Adjunct Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers
    September 2015
    1626 pages
    ISBN:9781450335751
    DOI:10.1145/2800835
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 07 September 2015

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    Author Tags

    1. activity recognition
    2. eyewear
    3. mobile sensing
    4. smart glasses

    Qualifiers

    • Demonstration

    Conference

    UbiComp '15
    Sponsor:
    • Yahoo! Japan
    • SIGMOBILE
    • FX Palo Alto Laboratory, Inc.
    • ACM
    • Rakuten Institute of Technology
    • Microsoft
    • Bell Labs
    • SIGCHI
    • Panasonic
    • Telefónica
    • ISTC-PC

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    Overall Acceptance Rate 764 of 2,912 submissions, 26%

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    Cited By

    View all
    • (2021)Ubiquitous Interactions for Heads-Up Computing: Understanding Users’ Preferences for Subtle Interaction Techniques in Everyday SettingsProceedings of the 23rd International Conference on Mobile Human-Computer Interaction10.1145/3447526.3472035(1-15)Online publication date: 27-Sep-2021
    • (2021)Wearable Interactions for Users with Motor Impairments: Systematic Review, Inventory, and Research ImplicationsProceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3441852.3471212(1-15)Online publication date: 17-Oct-2021
    • (2020)EyeCom-An Innovative Approach for Computer InteractionProcedia Computer Science10.1016/j.procs.2019.04.075151:C(559-566)Online publication date: 1-Jul-2020
    • (2019)Software and Hardware Requirements and Trade-Offs in Operating Systems for Wearables: A Tool to Improve Devices’ PerformanceSensors10.3390/s1908190419:8(1904)Online publication date: 22-Apr-2019
    • (2019)EyeCom: an IoT based affordable wearable solution for paralyzed people to interact with machinesJournal of Ambient Intelligence and Humanized Computing10.1007/s12652-019-01358-311:6(2325-2336)Online publication date: 20-Jun-2019
    • (2018)Interaction Methods for Smart Glasses: A SurveyIEEE Access10.1109/ACCESS.2018.28310816(28712-28732)Online publication date: 2018
    • (2016)Not a tile out of place: Toward creating context-dependent user interfaces on smartglasses2016 9th International Conference on Human System Interactions (HSI)10.1109/HSI.2016.7529680(497-503)Online publication date: Jul-2016

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