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Daniel Stødle, Tor-Magne Stien Hagen, John Markus Bjørndalen, and Otto J. Anshus, Gesture-Based, Touch-Free Multi-User Gaming on Wall-Sized, High-Resolution Tiled Displays. JVRB - Journal of Virtual Reality and Broadcasting, 5(2008), no. 10. (urn:nbn:de:0009-6-15001)

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%0 Journal Article
%T Gesture-Based, Touch-Free Multi-User Gaming on Wall-Sized, High-Resolution Tiled Displays
%A Stødle, Daniel
%A Hagen, Tor-Magne Stien
%A Bjørndalen, John Markus
%A Anshus, Otto J.
%J JVRB - Journal of Virtual Reality and Broadcasting
%D 2008
%V 5(2008)
%N 10
%@ 1860-2037
%F stødle2008
%X Having to carry input devices can be inconvenientwhen interacting with wall-sized, high-resolution tileddisplays. Such displays are typically driven by a clusterof computers. Running existing games on a clusteris non-trivial, and the performance attained using softwaresolutions like Chromium is not good enough.This paper presents a touch-free, multi-user, humancomputerinterface for wall-sized displays that enablescompletely device-free interaction. The interface isbuilt using 16 cameras and a cluster of computers, andis integrated with the games Quake 3 Arena (Q3A) andHomeworld. The two games were parallelized usingtwo different approaches in order to run on a 7x4 tile,21 megapixel display wall with good performance.The touch-free interface enables interaction with alatency of 116 ms, where 81 ms are due to the camerahardware. The rendering performance of the gamesis compared to their sequential counterparts runningon the display wall using Chromium. Parallel Q3A’sframerate is an order of magnitude higher comparedto using Chromium. The parallel version of Homeworld performed on par with the sequential, which didnot run at all using Chromium. Informal use of thetouch-free interface indicates that it works better forcontrolling Q3A than Homeworld.
%L 004
%K Display wall
%K device-free
%K multi-touch
%K parallelized games
%R 10.20385/1860-2037/5.2008.10
%U http://nbn-resolving.de/urn:nbn:de:0009-6-15001
%U http://dx.doi.org/10.20385/1860-2037/5.2008.10

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@Article{stødle2008,
  author = 	"St{\o}dle, Daniel
		and Hagen, Tor-Magne Stien
		and Bj{\o}rndalen, John Markus
		and Anshus, Otto J.",
  title = 	"Gesture-Based, Touch-Free Multi-User Gaming on Wall-Sized, High-Resolution Tiled Displays",
  journal = 	"JVRB - Journal of Virtual Reality and Broadcasting",
  year = 	"2008",
  volume = 	"5(2008)",
  number = 	"10",
  keywords = 	"Display wall; device-free; multi-touch; parallelized games",
  abstract = 	"Having to carry input devices can be inconvenientwhen interacting with wall-sized, high-resolution tileddisplays. Such displays are typically driven by a clusterof computers. Running existing games on a clusteris non-trivial, and the performance attained using softwaresolutions like Chromium is not good enough.This paper presents a touch-free, multi-user, humancomputerinterface for wall-sized displays that enablescompletely device-free interaction. The interface isbuilt using 16 cameras and a cluster of computers, andis integrated with the games Quake 3 Arena (Q3A) andHomeworld. The two games were parallelized usingtwo different approaches in order to run on a 7x4 tile,21 megapixel display wall with good performance.The touch-free interface enables interaction with alatency of 116 ms, where 81 ms are due to the camerahardware. The rendering performance of the gamesis compared to their sequential counterparts runningon the display wall using Chromium. Parallel Q3A'sframerate is an order of magnitude higher comparedto using Chromium. The parallel version of Homeworld performed on par with the sequential, which didnot run at all using Chromium. Informal use of thetouch-free interface indicates that it works better forcontrolling Q3A than Homeworld.",
  issn = 	"1860-2037",
  doi = 	"10.20385/1860-2037/5.2008.10",
  url = 	"http://nbn-resolving.de/urn:nbn:de:0009-6-15001"
}

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TY  - JOUR
AU  - Stødle, Daniel
AU  - Hagen, Tor-Magne Stien
AU  - Bjørndalen, John Markus
AU  - Anshus, Otto J.
PY  - 2008
DA  - 2008//
TI  - Gesture-Based, Touch-Free Multi-User Gaming on Wall-Sized, High-Resolution Tiled Displays
JO  - JVRB - Journal of Virtual Reality and Broadcasting
VL  - 5(2008)
IS  - 10
KW  - Display wall
KW  - device-free
KW  - multi-touch
KW  - parallelized games
AB  - Having to carry input devices can be inconvenientwhen interacting with wall-sized, high-resolution tileddisplays. Such displays are typically driven by a clusterof computers. Running existing games on a clusteris non-trivial, and the performance attained using softwaresolutions like Chromium is not good enough.This paper presents a touch-free, multi-user, humancomputerinterface for wall-sized displays that enablescompletely device-free interaction. The interface isbuilt using 16 cameras and a cluster of computers, andis integrated with the games Quake 3 Arena (Q3A) andHomeworld. The two games were parallelized usingtwo different approaches in order to run on a 7x4 tile,21 megapixel display wall with good performance.The touch-free interface enables interaction with alatency of 116 ms, where 81 ms are due to the camerahardware. The rendering performance of the gamesis compared to their sequential counterparts runningon the display wall using Chromium. Parallel Q3A’sframerate is an order of magnitude higher comparedto using Chromium. The parallel version of Homeworld performed on par with the sequential, which didnot run at all using Chromium. Informal use of thetouch-free interface indicates that it works better forcontrolling Q3A than Homeworld.
SN  - 1860-2037
UR  - http://nbn-resolving.de/urn:nbn:de:0009-6-15001
DO  - 10.20385/1860-2037/5.2008.10
ID  - stødle2008
ER  - 
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Wordbib

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<b:Volume>5(2008)</b:Volume>
<b:Issue>10</b:Issue>
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<b:Person><b:Last>Bjørndalen</b:Last><b:First>John Markus</b:First></b:Person>
<b:Person><b:Last>Anshus</b:Last><b:First>Otto J.</b:First></b:Person>
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<b:Title>Gesture-Based, Touch-Free Multi-User Gaming on Wall-Sized, High-Resolution Tiled Displays</b:Title>
<b:Comments>Having to carry input devices can be inconvenientwhen interacting with wall-sized, high-resolution tileddisplays. Such displays are typically driven by a clusterof computers. Running existing games on a clusteris non-trivial, and the performance attained using softwaresolutions like Chromium is not good enough.This paper presents a touch-free, multi-user, humancomputerinterface for wall-sized displays that enablescompletely device-free interaction. The interface isbuilt using 16 cameras and a cluster of computers, andis integrated with the games Quake 3 Arena (Q3A) andHomeworld. The two games were parallelized usingtwo different approaches in order to run on a 7x4 tile,21 megapixel display wall with good performance.The touch-free interface enables interaction with alatency of 116 ms, where 81 ms are due to the camerahardware. The rendering performance of the gamesis compared to their sequential counterparts runningon the display wall using Chromium. Parallel Q3A’sframerate is an order of magnitude higher comparedto using Chromium. The parallel version of Homeworld performed on par with the sequential, which didnot run at all using Chromium. Informal use of thetouch-free interface indicates that it works better forcontrolling Q3A than Homeworld.</b:Comments>
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ISI

PT Journal
AU Stødle, D
   Hagen, T
   Bjørndalen, J
   Anshus, O
TI Gesture-Based, Touch-Free Multi-User Gaming on Wall-Sized, High-Resolution Tiled Displays
SO JVRB - Journal of Virtual Reality and Broadcasting
PY 2008
VL 5(2008)
IS 10
DI 10.20385/1860-2037/5.2008.10
DE Display wall; device-free; multi-touch; parallelized games
AB Having to carry input devices can be inconvenientwhen interacting with wall-sized, high-resolution tileddisplays. Such displays are typically driven by a clusterof computers. Running existing games on a clusteris non-trivial, and the performance attained using softwaresolutions like Chromium is not good enough.This paper presents a touch-free, multi-user, humancomputerinterface for wall-sized displays that enablescompletely device-free interaction. The interface isbuilt using 16 cameras and a cluster of computers, andis integrated with the games Quake 3 Arena (Q3A) andHomeworld. The two games were parallelized usingtwo different approaches in order to run on a 7x4 tile,21 megapixel display wall with good performance.The touch-free interface enables interaction with alatency of 116 ms, where 81 ms are due to the camerahardware. The rendering performance of the gamesis compared to their sequential counterparts runningon the display wall using Chromium. Parallel Q3A’sframerate is an order of magnitude higher comparedto using Chromium. The parallel version of Homeworld performed on par with the sequential, which didnot run at all using Chromium. Informal use of thetouch-free interface indicates that it works better forcontrolling Q3A than Homeworld.
ER

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Mods

<mods>
  <titleInfo>
    <title>Gesture-Based, Touch-Free Multi-User Gaming on Wall-Sized, High-Resolution Tiled Displays</title>
  </titleInfo>
  <name type="personal">
    <namePart type="family">Stødle</namePart>
    <namePart type="given">Daniel</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Hagen</namePart>
    <namePart type="given">Tor-Magne Stien</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Bjørndalen</namePart>
    <namePart type="given">John Markus</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Anshus</namePart>
    <namePart type="given">Otto J.</namePart>
  </name>
  <abstract>Having to carry input devices can be inconvenient
when interacting with wall-sized, high-resolution tiled
displays. Such displays are typically driven by a cluster
of computers. Running existing games on a cluster
is non-trivial, and the performance attained using software
solutions like Chromium is not good enough.
This paper presents a touch-free, multi-user, humancomputer
interface for wall-sized displays that enables
completely device-free interaction. The interface is
built using 16 cameras and a cluster of computers, and
is integrated with the games Quake 3 Arena (Q3A) and
Homeworld. The two games were parallelized using
two different approaches in order to run on a 7x4 tile,
21 megapixel display wall with good performance.
The touch-free interface enables interaction with a
latency of 116 ms, where 81 ms are due to the camera
hardware. The rendering performance of the games
is compared to their sequential counterparts running
on the display wall using Chromium. Parallel Q3A’s
framerate is an order of magnitude higher compared
to using Chromium. The parallel version of Homeworld 
performed on par with the sequential, which did
not run at all using Chromium. Informal use of the
touch-free interface indicates that it works better for
controlling Q3A than Homeworld.</abstract>
  <subject>
    <topic>Display wall</topic>
    <topic>device-free</topic>
    <topic>multi-touch</topic>
    <topic>parallelized games</topic>
  </subject>
  <classification authority="ddc">004</classification>
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        <number>5(2008)</number>
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      <detail type="issue">
        <number>10</number>
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      <date>2008</date>
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  <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-15001</identifier>
  <identifier type="citekey">stødle2008</identifier>
</mods>
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