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Zeroth Review PPT Project

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0% found this document useful (0 votes)
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Zeroth Review PPT Project

Uploaded by

arunprakasam24
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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R.M.K.

ENGINEERING COLLEGE

DEPARTMENT OF INFORMATION TECHNOLOGY

BATCH No: 12

Gesture Shot

By
Logaprakash R 111720203024
Pranavesh S 111720203035
Arun P 111720203301
Chaitanya varma G 111720203012

Under the Guidance of

Shobana S B.Tech,M.E,(Ph.D)
OBJECTIVES
• Document the Evolution: To chronicle the significant
developments in gaming input devices, ranging from
traditional peripherals to emerging technologies, in order to
create a comprehensive historical record.

• Analyze Impact: To assess how these technological


advancements have impacted gameplay experiences, gaming
genres, and player engagement.

• Identify Trends: To identify trends and patterns in the adoption


of new input technologies, shedding light on the factors driving
their integration into the gaming industry.
APPLICATION
• Gaming Industry: Game developers, hardware manufacturers, and
industry stakeholders can use this analysis to gain a historical perspective
on the evolution of input devices, helping them make informed decisions
about future technology investments, game design, and user experience.

• Research and Education: Academics and researchers can utilize this


work to understand the trajectory of gaming technology, providing a
foundation for further studies in human-computer interaction, virtual
reality, and augmented reality.

• Innovation and Design: Designers and innovators can draw inspiration


from the past two decades of gaming input device evolution to create
new and improved interfaces that enhance player immersion and
engagement.
LITERATURE SURVEY
Joysticks and Gamepads: Traditional game controllers with buttons and
analog sticks have been a staple of gaming for years, providing precise
control for a wide range of gaming genres.

PlayStation Move and Kinect: Provided motion-tracking technology for


more immersive gaming experiences on consoles and PCs.

Virtual Reality (VR) and Augmented Reality (AR):Brought immersive VR


experiences to mainstream gaming, with headsets, motion controllers,
and room-scale tracking.

AR: Leveraged smartphone cameras and AR technology to create games


like Pokémon GO, blending the virtual and real worlds.
PROPOSED SYSTEM
A typical gaming scenario, as developed in the past 20 years, involves a player interacting with a
game using a specialized input device, such as a joystic, a mouse, a keyboard, etc. Recent
technological advances and new sensors (for example, low cost commodity depth cameras) have
enabled the introduction of more elaborated approaches in which the player is now able to
interact with the game using his body pose, facial expressions, actions, and even his physiological
signals.

A new era of games has already started, employing computer vision techniques, brain–computer
interfaces systems, haptic and wearable devices. The future lies in games that will be intelligent
enough not only to extract the player’s commands provided by his speech and gestures but also
his behavioral cues, as well as his/her emotional states, and adjust their game plot accordingly in
order to ensure more realistic and satisfactory gameplay experience. This special issue on
modern control for computer games discusses several interdisciplinary factors that influence a
user’s input to a game, something directly linked to the gaming experience.

These include, but are not limited to, the following: behavioral affective gaming, user satisfaction
and perception, motion capture and scene modeling, and complete software frameworks that
address several challenges risen in such scenarios.
TECHNOLOGY STACK

• OpenCV
• Python
• ML
• CNN Algorithm
• MongoDB
• Flask
REFERENCES
[1] D. Rowan. (2010, Nov.). Kinect for Xbox 360: The inside story of Microsoft’s secret
Project Natal. Wired Mag. [Online]. Available:
http://www.wired.co.uk/magazine/archive/2010/11

[2] PlayStation Move Website. (2012) [Online]. Available: http://us.


playstation.com/ps3/playstation-move/

[3] M. Picheny, D. Nahamoo, V. Goel, B. Kingsbury, B. Ramabhadran, S. J. Rennie, and


G. Saon, “Trends and advances in speech recognition,” IBM
J. Res. Develop., vol. 55, no. 5, pp. 2:1–2:18, Sep.–Oct. 2011.

[4] M. E. Ayadi, M. S. Kamel, and F. Karray, “Survey on speech emotion recognition:


Features, classification schemes, and databases,” Pattern
Recognition, vol. 44, no. 3, pp. 572–587, 2011.

[5] D. Hansen and Q. Ji, “In the eye of the beholder: A survey of modelsfor eyes and
gaze,” IEEE Trans. Pattern Anal. Mach. Intell., vol. 32, no.
3, pp. 478–500, Mar. 2010.

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