TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation
Autor(a) principal: | |
---|---|
Data de Publicação: | 2024 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Journal on Interactive Systems |
Texto Completo: | https://sol.sbc.org.br/journals/index.php/jis/article/view/3516 |
Resumo: | This work present the TeamBridge 2.0, a middleware able to perform the communication between digital games and hardware devices, like joysticks, mice and cameras (both rgbd and monocular). That communication does not require any modification to the game source code, allowing an old game to be adapted to work with a new hardware device. To prove this, tests were carried out with several games, including one of them being a commercial game. This middleware also allows the use of more than one device at the same time, so we can obtain more accurate information, one device can supply the deficiencies of the other. Finally, we performed tests to make sure that the middleware would not interfere with the user experience. Tests have shown that TeamBridge 2.0 can receive, interpret and send information quickly, the time varies according to the device used, getting 33ms when used with Kinect, 40ms with Leap Motion and 255ms with a DIY Data-Glove. |
id |
SBC-3_996e9d9edef7f69a265764b2ecf4e4fb |
---|---|
oai_identifier_str |
oai:ojs2.sol.sbc.org.br:article/3516 |
network_acronym_str |
SBC-3 |
network_name_str |
Journal on Interactive Systems |
repository_id_str |
|
spelling |
TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitationExergamesVirtual RealityMiddlewareGesture InteractionMotor RehabilitationThis work present the TeamBridge 2.0, a middleware able to perform the communication between digital games and hardware devices, like joysticks, mice and cameras (both rgbd and monocular). That communication does not require any modification to the game source code, allowing an old game to be adapted to work with a new hardware device. To prove this, tests were carried out with several games, including one of them being a commercial game. This middleware also allows the use of more than one device at the same time, so we can obtain more accurate information, one device can supply the deficiencies of the other. Finally, we performed tests to make sure that the middleware would not interfere with the user experience. Tests have shown that TeamBridge 2.0 can receive, interpret and send information quickly, the time varies according to the device used, getting 33ms when used with Kinect, 40ms with Leap Motion and 255ms with a DIY Data-Glove.Brazilian Computer Society2024-01-22info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/351610.5753/jis.2024.3516Journal of Interactive Systems; v. 15 n. 1 (2024); 143-156Journal on Interactive Systems; Vol. 15 No. 1 (2024); 143-1562763-771910.5753/jis.2024reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/3516/2505Copyright (c) 2024 Rummenigge Dantas, Alan K. S. Alves, Andre V. dos Santoshttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessDantas, RummeniggeAlves, Alan K. S.dos Santos, Andre V.2024-01-01T11:46:30Zoai:ojs2.sol.sbc.org.br:article/3516Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2024-01-01T11:46:30Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false |
dc.title.none.fl_str_mv |
TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation |
title |
TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation |
spellingShingle |
TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation Dantas, Rummenigge Exergames Virtual Reality Middleware Gesture Interaction Motor Rehabilitation |
title_short |
TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation |
title_full |
TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation |
title_fullStr |
TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation |
title_full_unstemmed |
TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation |
title_sort |
TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation |
author |
Dantas, Rummenigge |
author_facet |
Dantas, Rummenigge Alves, Alan K. S. dos Santos, Andre V. |
author_role |
author |
author2 |
Alves, Alan K. S. dos Santos, Andre V. |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Dantas, Rummenigge Alves, Alan K. S. dos Santos, Andre V. |
dc.subject.por.fl_str_mv |
Exergames Virtual Reality Middleware Gesture Interaction Motor Rehabilitation |
topic |
Exergames Virtual Reality Middleware Gesture Interaction Motor Rehabilitation |
description |
This work present the TeamBridge 2.0, a middleware able to perform the communication between digital games and hardware devices, like joysticks, mice and cameras (both rgbd and monocular). That communication does not require any modification to the game source code, allowing an old game to be adapted to work with a new hardware device. To prove this, tests were carried out with several games, including one of them being a commercial game. This middleware also allows the use of more than one device at the same time, so we can obtain more accurate information, one device can supply the deficiencies of the other. Finally, we performed tests to make sure that the middleware would not interfere with the user experience. Tests have shown that TeamBridge 2.0 can receive, interpret and send information quickly, the time varies according to the device used, getting 33ms when used with Kinect, 40ms with Leap Motion and 255ms with a DIY Data-Glove. |
publishDate |
2024 |
dc.date.none.fl_str_mv |
2024-01-22 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://sol.sbc.org.br/journals/index.php/jis/article/view/3516 10.5753/jis.2024.3516 |
url |
https://sol.sbc.org.br/journals/index.php/jis/article/view/3516 |
identifier_str_mv |
10.5753/jis.2024.3516 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://sol.sbc.org.br/journals/index.php/jis/article/view/3516/2505 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2024 Rummenigge Dantas, Alan K. S. Alves, Andre V. dos Santos http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2024 Rummenigge Dantas, Alan K. S. Alves, Andre V. dos Santos http://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Brazilian Computer Society |
publisher.none.fl_str_mv |
Brazilian Computer Society |
dc.source.none.fl_str_mv |
Journal of Interactive Systems; v. 15 n. 1 (2024); 143-156 Journal on Interactive Systems; Vol. 15 No. 1 (2024); 143-156 2763-7719 10.5753/jis.2024 reponame:Journal on Interactive Systems instname:Sociedade Brasileira de Computação (SBC) instacron:SBC |
instname_str |
Sociedade Brasileira de Computação (SBC) |
instacron_str |
SBC |
institution |
SBC |
reponame_str |
Journal on Interactive Systems |
collection |
Journal on Interactive Systems |
repository.name.fl_str_mv |
Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC) |
repository.mail.fl_str_mv |
jis@sbc.org.br |
_version_ |
1796797411526443008 |