Super vision: an investigation into the potential use of a player's face, using computer vision, as an alternative to traditional video game controllers
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Date
2021
Authors
Suleman, Farouk
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Abstract
Video Games has created its own community and are played by millions of people every day on a global scale. Usually, these games are played through mainstream peripherals, relegated to standard controllers, or mouse and keyboard. However, newer forms of control are coming to light especially with the massive proliferation of smartphones becoming more powerful and widely consumed. The camera, in my opinion, can be one of the best peripherals used to control a video game as there is no external device between the player and the game. The player would simply complete an action, and a reaction in the game will occur. This effect may be even greater if the player could use even less of their body to interact with the game. Furthermore, in my opinion, using the camera and facial gestures as input to games, could have a wider appeal to both mainstream functioning and motor impaired players. Unfortunately, many people with motor impairments are often excluded from this community due to the nature of the control mechanisms used to play these games. (Scardovelli, Terigi & Frère, A. (2014) [43]) Thus, my research aims to test if the use of a camera and facial gestures, can be utilised as a viable input mechanism to the gaming community and the impact on their playing experience. In addition, my research highlights the benefits of camera and facial gestures when used by people with motor impairments. This paper serves as an investigation into the feasibility of using camera peripherals as an alternative means to traditional video game controllers. My research method was based on a qualitative study of volunteers testing the game by using their face as an input device .I chose a qualitative study due to the uniqueness of each person’s face. Furthermore, I tested users from every demographic background to determine the usability and experience of the game play. My sample of volunteers included a person with a physical impairment. The result of this exercise showed the effectiveness of facial gestures with the use of a camera in playing simple games with a strong bias towards mobile games. In my conclusion, it was evident from the study that this form of input mechanism creates a unique gaming experience for the player, one that he/she would not have experienced using an external controller. However, this form of input would require more development and possibly used in conjunction with other input methods for competitive gaming
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A dissertation submitted in partial fulfilment of the requirements for the degree of Masters of Arts, (Digital Arts) in the Faculty of Humanities, University of the Witwatersrand, 2021