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