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hand gesture recognition
as an arcade gaming interface
"HE WATCHED THE KIDS STAND IN FRONT OF THE MACHINES THEIR BONY
ARMS LIKE UMBILICAL CORDS JOINING HUMAN AND MACHINE. HE ASKED THE
KIDS QUESTIONS ABOUT WHAT MADE A GOOD GAME. ARAWAKA REALIZED THE
MOST SUCCESSFUL GAMES HAD SOMETHING THAT PLAYER’S COULDN’T
ARTICULATE. THE WORDS USED TO DESCRIBE THEM WERE USUALLY RESERVED
TO DESCRIBE FORMS OF INTIMACY BETWEEN PEOPLE. IT WAS AS IF THE PLAYERS
AND THE GAME ITSELF HAD SOMEHOW MERGED." (PAGE 83, ‘GAME
OVER – NINTENDO’S BATTLE TO DOMINATE VIDEOGAMES’,
DAVID SHEFF, 1993, CORONET BOOKS)
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BIONIC ROSHAMBO IS THE CULMINATION OF NEARLY FOUR MONTHS OF RESEARCH
INTO THE SYMBOLISM OF THE HAND AS A LINK BETWEEN HUMANS AND MACHINES
AND HOW THIS COULD BE IMPLEMENTED INTO A VIDEO GAMING EXPERIENCE,
ONE THAT WOULD RESPOND TO HAND GESTURES AND PROVIDE THE USER WITH
THE SENSATION THAT THEY ARE TRULY INTERFACED 'ONE' WITH THE MACHINE.
THE PROJECT DEVELOPED FROM AN INITIAL SET OF IDEAS FOCUSED MORE
ON TECHNOLOGY THAN USABILITY INTO THE TAILORING OF AN INTERFACE
SOLUTION FOR A SPECIFIC TASK. AN EVERYDAY PIECE OF COMPUTER EQUIPMENT,
THE HUMBLE PC KEYBOARD, PROVIDED THE BASIS FOR WHAT WOULD BECOME
THE BIONIC ROSHAMBO GLOVE.
WHAT WAS ACHIEVED WAS A TWO PLAYER ARCADE EXPERIENCE THAT TAKES
A CULTURALLY TRANSCENDING GAME CONCEPT, THAT OF 'ROCK, PAPER AND
SCISSORS' AND TRANSLATE IT TO THE ARCADE GAMING DOMAIN. THE END
RESULT IS AN ORIGINAL APPROACH TO VIDEO GAMING AND AN ENGAGING EXPERIENCE
FOR USERS.
BIONIC ROSHAMBO
THESIS
PDF
FILE - 1.4 MEGS
BIONIC ROSHAMBO
MOVIE
MP4
MOVIE FILE
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images:
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THE
BIONIC ROSHAMBO CABINET
BIONIC
ROSHAMBO TITLE SCREEN
THE
CONTROLLER GLOVES
GLOVE
CLOSEUP
GLOVE
CIRCUIT DIAGRAM
THE
KEYBOARD HACK
FOR
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