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#3/28/2015
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#articles/kinect
(by Lewey Geselowitz)

 

Kinect Gesture Development Videos (circa 2008-2013)

A number of gesture and other Natural User Interaction prototype videos I did while working on the early iterations of the Kinect for Xbox 360.



Videos on: Augmented
Walking
Grip
Navigation
Muscle
Reflex
Camera
Perspective
Voxel
Carving
Menus
Systems

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Augmented Walk original basis for the Rancor in Kinect Star Wars
This is a weight-shift based augmented avatar walk, that kicks the foot back as the players weight lands on that leg, this allows a near kinesthetically seamless and yet 1:1 augmented walk.
(video)



Holding-based Game Movement: as Cover-and-Peek and Hand Walking
Raise one hand and it snaps to the closest wall, then aim with the other hand. An over the shoulder camera is utilized.
In the case of hand walking, the lowest hand will be locked to it's location in game space, and a shoulder relative camera is used.

(video)

(video)



Muscle Estimation and Exertion-Based Gameplay
for Side Step, Walk-to-Run and Swimming Kinect Controls (circa 2010)

"It FEELS right!" The goal of this project was two fold: firstly to infer and visualize the muscle signals around the players body (using inverse kinematics from the point locations), and secondly to use that information to proportionally match the players kinesthetic perception of their own movement to an exaggerated in-game avatar movement. This resulted in Kinect controls that literally felt proportional to your own movements. See my
Gamefest 2011 talk on the subject.
Co-developed with Rahul Agarwal during his internship with me.
(video)



Body Relative Camera and Object Manipulation Videos
Here we see the raw Kinect data as points and a camera system that uses the players head-to-shoulder, or shoulder-to-arm orientations to infer the direction they want to look in the game world.

(video)

(video)



Voxel Carving with Kinect
Test of first-person voxel carving using Kinect and the the
VSaber engine.
(video)



Menu Systems in Third-Person and Over-Screen
Here we see a third-person menu system that appears around the avatar in the same way it occurs around the user; and secondly a similar system that projects the voxel data onto the screen directly.

(video)

(video)



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