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Contemporary Topics in Computer Graphics and Games

Selected Papers from the Eurasia Graphics Conference Series

Edited By Veysi İşler, Haşmet Gürçay, Hasan Kemal Süher and Güven Çatak

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.

The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

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15. Object Selection with New Generation Kinect Camera in 3D Environment


15.   Object Selection with New Generation Kinect Camera in 3D Environment

Ömer Faruk Çangır

Computer Engineering Department Hacettepe University Ankara, Turkey

Haşmet Gürçay

Mathematics Department Hacettepe University Ankara, Turkey

Abstract—Object selection is one of the most basic and important element in human computer interaction. As computer graphics environments move from two-dimensional environments to three-dimensional environments, interaction methods have begun to differentiate. This differentiation reveals various interaction problems. In this context, it is aimed to determine the most appropriate methods of selecting hand-held objects that can be applied in three-dimensional environments without the need for installation, marking wear or carrying in the work. Moreover, it is aimed to make the determined methods more efficient in terms of ease of use, speed and accuracy. For this purpose, three different experimental three-dimensional environments by using the Kinect sensor were developed in order to compare three most appropriate methods. Bubble Cursor, Depth Ray and Squad methods were compared on object sparse, object dense and object moving environments. In addition, the evaluation questionnaires filled by users after the experiment were also analyzed. As a result, although there is no significant difference between object less dense and object moving environments in terms of user preference and selection performance, in object dense environments, it was seen that users preferred to use squad method and also performed better performance by using squad method.

Keywords— human computer interaction;...

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