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This thesis offers an alternative to the stationary, hand-centric experience that most existing video games provide. It proposes a scenario in which the player can affect action in the game by using his or her entire body, free of wires and controllers. Through the use of computer vision technology, this thesis attempts to develop an interactive vocabulary(More)
Driven partially by technological innovation and partially by a lack of a critical vocabulary, there is a bias in the computer gaming world towards discussing games in terms of their level of realism. This thesis contends that this bias is inappropriate for accurately discussing a medium whose pleasures are more closely related to concepts of reactivity,(More)
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