My Roles
Interaction Designer, Recognition Algorithm Developer, Team Leader
Tools
Leap Motion, Unity, C#, Photoshop
Duration
Junior Year, 10 Weeks
OVERVIEW
Introduction
Undead Hunter is a hand gesture game based on Leap Motion and Unity.
Ideation
In the game setting, the undead souls try to break the sealof the tomb on the night of the full moon. Players who are undead hunters need to capture them one by one and send them back to hell.
Details:
1. Once the game starts, waves of undead will emerge from the grave.
2. As time goes by, there would be more undead monsters with faster speed.
3.
Players need to destroy the undead before they reach where the player stand and to stand till the last wave.
Interaction Design
How well dose Leap Motion works?
Good at Horizontal
Bad at Horizontal
Occasionally Unreliable
Other difficulties: 1. occupies a lot of computing resources, 2 It is easy to make mistakes when the hands are too close, 3. single figure recognition is always less accurate
How do we think about gesture design?
1.It need to be easy and natural to switch gestures ---- easy to use
2. Gestures should not look like each other---- easy to detect
3. should be as close as possible
to people's cognitive habits ---easy to remember
Gun Gesture Design
Left Hand:
Make a fist to move the angle of view
Right Hand:
Stretch out the thumb and index finger and lift up quickly.
Arrow Gesture Design
Left Hand:
Extend the thumb and index finger.
Right Hand:
The thumb and index finger of the right hand meet for a while and part to shoot an arrow.
Bomb Gesture Design
Spread the left and right hands to enter the bomb mode. At this point, make a fist with the right hand to release the bomb
Interactive FeedBack
Why can interactive feedbacks optimize game experience?
1. Instant feedbacks let players know they have made the correct gestures
2. Interactive feedbacks encourage players to make the next movedetect
3. These feedbacks help players make better game decisions
What feedbacks do we have?
Animation Feedback: corresponding animation responses when weapons being firing
Colored Front Sight: If the player successfully aims, the crosshair in the center will turn red
Front Sight Charge: When the player pulls the bow, the crosshair will become smaller
Recognition Algorithm Design
How to optimize game experience through programming?
Natural View Rotation:
- The visual angle is limited
Swift Weapon Switching:
- Triggered only by left hands
- Quick switch
Smooth Weapon Usage:
- Recognize one weapon at a time
- Short time recognition
Animation Responses:
- Each gestures accompany its animations
Implementation Process
Project Structure
My Programing Contribution:
I mainly developed the gesture recognition algorithm as well as the UI and menu logic.
User Test
Details
Time: 12.18.2019
Participant: 12 students
Age: 20-25
Methods: questionnaires and interviews
Demo Screenshot
Testing scene
Main menu screenshot
Game fighting scene
Game scene
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