CamBall - augmented networked table tennis played with real rackets

Charles Woodward, Petri Honkamaa, Jani Jäppinen, Esa-Pekka Pyökkimies

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

    18 Citations (Scopus)

    Abstract

    We present a computer system for natural interaction in an augmented virtual environment, enabling people to play table tennis over Internet/LAN with real rackets. No special hardware is required except for the web cameras. The pose of the rackets is computed by marker detection from the image. The players see each other in the camera image, which is streamed real time over the network. The multicast implementation enables a network audience to view the game, too.
    Original languageEnglish
    Title of host publicationACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
    PublisherAssociation for Computing Machinery ACM
    Pages275-276
    ISBN (Print)1-58113-882-2, 978-1-58113-882-5
    DOIs
    Publication statusPublished - 2004
    MoE publication typeA4 Article in a conference publication
    EventInternational Conference on Advances in Computer Entertainment Technology, ACE 2004 - , Singapore
    Duration: 3 Jun 20045 Jun 2004

    Conference

    ConferenceInternational Conference on Advances in Computer Entertainment Technology, ACE 2004
    Abbreviated titleACE 2004
    CountrySingapore
    Period3/06/045/06/04

    Keywords

    • virtual environments
    • augmented reality
    • network games

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  • Cite this

    Woodward, C., Honkamaa, P., Jäppinen, J., & Pyökkimies, E-P. (2004). CamBall - augmented networked table tennis played with real rackets. In ACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology (pp. 275-276). Association for Computing Machinery ACM. https://doi.org/10.1145/1067343.1067380