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Xiaocao Xiong

dblp:67/2150 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2006
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › game control
motion-based game interaction
0.112006
Face-tracking as an augmented input in video games: enhancing presence, role-playing and control · CHI 2006

Methods — techniques the papers use, named apart from their topics

user study · 0.1prototype · 0.1
YearPublicationVenuePosition
2006 Face-tracking as an augmented input in video games: enhancing presence, role-playing and control
abstract
Motion-detection only games have inherent limitations on game experience in that the systems cannot identify the player's existence and identity. A way of improvement is by introducing information such as a player's face or head into the system. We designed and implemented two game prototypes that apply real-time face position information as intrinsic elements of gameplay to enhance game experience. The first prototype augmented a typical motion-detection-based game. Face information was designed to enhance the sense of presence and role-playing. In the second prototype, face tracking is applied as a new axis of control in a First Person Shooter (FPS) game.Although Face detection and tracking technology has started utilizing in game scenarios, there was little systematic research on how user experience is leveraged by applying face information to video games. The results of our user tests on comparing camera-based video games with and without face tracking demonstrated that using face position information can effectively enhance presence and role-playing. In addition, an intuitive control that augmented by face-tracking in the FPS game also got positive feedbacks from the test.
Shuo Wang 0012, Xiaocao Xiong, Yan Xu 0011, Chao Wang 0063, Xiaofeng Dai, Dongmei Zhang 0001
CHI2