Having to carry input devices can be inconvenient
when interacting with wall-sized, high-resolution tiled
displays. Such displays are typically driven by a cluster
of computers. Running existing games on a cluster
is non-trivial, and the performance attained using software
solutions like Chromium is not good enough.
This paper presents a touch-free, multi-user, humancomputer
interface for wall-sized displays that enables
completely device-free interaction. The interface is
built using 16 cameras and a cluster of computers, and
is integrated with the games Quake 3 Arena (Q3A) and
Homeworld. The two games were parallelized using
two different approaches in order to run on a 7x4 tile,
21 megapixel display wall with good performance.
The touch-free interface enables interaction with a
latency of 116 ms, where 81 ms are due to the camera
hardware. The rendering performance of the games
is compared to their sequential counterparts running
on the display wall using Chromium. Parallel Q3A’s
framerate is an order of magnitude higher compared
to using Chromium. The parallel version of Home
world performed on par with the sequential, which did
not run at all using Chromium. Informal use of the
touch-free interface indicates that it works better for
controlling Q3A than Homeworld.
%0 Journal Article
%1 STMB08
%A St\ødle, Daniel
%A Hagen, Tor-Magne Stien
%A Bj\ørndalen, John Markus
%A and Otto J. Anshus,
%D 2008
%E Herder, Jens
%J Journal of Virtual Reality and Broadcasting
%K 5(2008) 5(2008)12 Digital_Peer_Publishing_Initiative Digital_Peer_Publishing_License Journal_of_Virtual_Reality_and_Broadcasting Peer-Reviewed device-free dipp display jvrb multi-touch open_access wall
%N 10
%T Gesture-Based, Touch-Free Multi-User Gaming on Wall-Sized, High-Resolution Tiled Displays
%V 5
%X Having to carry input devices can be inconvenient
when interacting with wall-sized, high-resolution tiled
displays. Such displays are typically driven by a cluster
of computers. Running existing games on a cluster
is non-trivial, and the performance attained using software
solutions like Chromium is not good enough.
This paper presents a touch-free, multi-user, humancomputer
interface for wall-sized displays that enables
completely device-free interaction. The interface is
built using 16 cameras and a cluster of computers, and
is integrated with the games Quake 3 Arena (Q3A) and
Homeworld. The two games were parallelized using
two different approaches in order to run on a 7x4 tile,
21 megapixel display wall with good performance.
The touch-free interface enables interaction with a
latency of 116 ms, where 81 ms are due to the camera
hardware. The rendering performance of the games
is compared to their sequential counterparts running
on the display wall using Chromium. Parallel Q3A’s
framerate is an order of magnitude higher compared
to using Chromium. The parallel version of Home
world performed on par with the sequential, which did
not run at all using Chromium. Informal use of the
touch-free interface indicates that it works better for
controlling Q3A than Homeworld.
@article{STMB08,
abstract = {Having to carry input devices can be inconvenient
when interacting with wall-sized, high-resolution tiled
displays. Such displays are typically driven by a cluster
of computers. Running existing games on a cluster
is non-trivial, and the performance attained using software
solutions like Chromium is not good enough.
This paper presents a touch-free, multi-user, humancomputer
interface for wall-sized displays that enables
completely device-free interaction. The interface is
built using 16 cameras and a cluster of computers, and
is integrated with the games Quake 3 Arena (Q3A) and
Homeworld. The two games were parallelized using
two different approaches in order to run on a 7x4 tile,
21 megapixel display wall with good performance.
The touch-free interface enables interaction with a
latency of 116 ms, where 81 ms are due to the camera
hardware. The rendering performance of the games
is compared to their sequential counterparts running
on the display wall using Chromium. Parallel Q3A’s
framerate is an order of magnitude higher compared
to using Chromium. The parallel version of Home
world performed on par with the sequential, which did
not run at all using Chromium. Informal use of the
touch-free interface indicates that it works better for
controlling Q3A than Homeworld.},
added-at = {2010-10-07T15:48:46.000+0200},
author = {St\{\o}dle, Daniel and Hagen, Tor-Magne Stien and Bj\{\o}rndalen, John Markus and and Otto J. Anshus},
biburl = {https://www.bibsonomy.org/bibtex/26f45c862d48bd9b8adbc976f66fdf588/jvrb_regulski},
editor = {Herder, Jens},
interhash = {31b4b5c2dceda761b855d15ccc6c37ae},
intrahash = {6f45c862d48bd9b8adbc976f66fdf588},
journal = {Journal of Virtual Reality and Broadcasting},
keywords = {5(2008) 5(2008)12 Digital_Peer_Publishing_Initiative Digital_Peer_Publishing_License Journal_of_Virtual_Reality_and_Broadcasting Peer-Reviewed device-free dipp display jvrb multi-touch open_access wall},
month = nov,
note = {{\tt urn:nbn:de:0009-6-15001,}, ISSN 1860-2037},
number = 10,
timestamp = {2010-10-07T15:55:36.000+0200},
title = {Gesture-Based, Touch-Free Multi-User Gaming on Wall-Sized, High-Resolution Tiled Displays},
volume = 5,
year = 2008
}