Here's some research I found on the subject: Design of a Body-Driven Multiplayer Game System (Sami Laakso and Mikko Laakso)
"So far camera-based user interfaces have been used in various entertainment or education applications, ranging from interactive dance space [Sparacino 2001] to martial arts training [Hämäläinen et al. 2005]. Today there are also several commercial camerabased body-driven game systems available, both complete game systems such as Mandala GX System by Vivid Group [http://www.vividgroup.com/] and home-sized devices such as Eyetoy for Sony PlayStation 2 [http://www.fmod.org/]." "The software was coded in C++ on a Windows platform. The computer vision component was developed on top of the video-processing platform, EyesWeb Design of a Body-Driven Multiplayer Online Game System ● 7 ACM Computers in Entertainment, Vol. 4, No. 4, October 2006. [http://www.eyesweb.org/], using Intel Integrated erformance Primitives (Intel IPP) [http://www.intel.com/software/products/ipp/], and the Open Source Computer Vision Library http://www.intel.com/technology/computing/opencv/] for additional image processing. The 3D graphics output was obtained by using OpenGL, and audio effects obtained with an F-Mod audio engine [http://www.fmod.org/] and the Simple Direct Media Layer [http://www.libsdl.org/]." (This is an old project :-) http://www.kickasskungfu.net/en/) Other articles tha might interest you: (Not public so I cannot share with the list. If anyone is interested, I'll email them to your personal email.) Markerless 4 gestures 6 DOF real-time visual tracking of the human hand with automatic initialization Markus Schlattmann, Ferenc Kahlesz, Ralf Sarlette and Reinhard Klein Automatic Detection and Tracking of Human Motion with a View-Based Representation Ronan Fablet and Michael J. Black A Fast and Handy Method for Skeleton-Driven Body Deformation WANG ZHAOQI, MAO TIANLU, AND XIA SHIHONG Software and Methods for Motion Capture and Tracking in Animation J Condell and G Moore, J Moore A posture optimization algorithm for model-based motion capture of movement sequences Jure Zakotnik a,∗, Tom Matheson b, Volker Dürr a Maximizing Validity in 2D Motion Analysis Martin Eriksson Stefan Carlsson A Novel Framework for Athlete Training Based on Interactive Motion Editing and Silhouette Analysis Shihong Xia, Xianjie Qiu, Zhaoqi Wang Interesting stuff - but not very much applications - or I have not found them... br. Hannu > I think it's somewhat doable already, it's just a matter of combining > different technologies. > The biggest drawbacks of a single camera setup are occlusion and > missing depth information. Depth information can already be derived > from a single camera video rather well, but occlusion is still a hard > problem. There's no 'clean' way to get around it, all you can do is > quesstimate. > A similar problem I've been thinking of is tracking a (computer) > player's head (or eyes) to get the same functionality that TrackIR > has. It's a fairly controlled subset of the > single-camera-motion-tracking problem and would be an excellent start: > It would enable tracking with a single webcam, no additional HW > needed. > > On 04/02/2008, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: >> Look at http://www.motion-capture.de/ >> >> Videotrack is a motion capture software for movements. >> >> I'd like to see a software that captures movements from video and >> compines >> it to a character. Like "Shadow-Chaser", but the software would compere >> the movements - as well as the person. >> link -> >> http://www.5star-shareware.com/Windows/Hobby/Sport/shadow-chaser-screenshot.html >> >> I read some research papers and it might be possible in near future, but >> at the moment there are a lot of difficulties. (Problems in model-based >> approaches that use single video, but with extra information it might be >> done - also low cost. High end mocap solutions are working ofcourse.) >> >> Hannu >> >> >> >> >
