Skin Games (2012)
Skin Games explores the ludic possibilities opened up by harnessing the body not only as the controller but also as the support for displaying the game’s output. The fact that the user needs to contort to see the graphics on her own body is perceived here as an interesting inherent feature of the proposed interaction paradigm.
Recent developments in computer vision hardware have enabled (and popularized) the use of gestures as well as full body posture as a form of input control in commercial gaming applications. However, the computer screen remains the place where the eyes must be placed at all times. Freeing graphics from that rectangular cage is a hot topic in Spatial Augmented Reality (SAR): using static or dynamic projection mapping and ‘smart projectors’, it is possible to recruit any surface in the surrounding for displaying the game’s graphics. The present work introduces an original interaction paradigm building on kinetic interfaces and SAR: in ‘Skin Games’ the body acts simultaneously as the controller and as the (wildly deformable) projection surface on which to display the game’s output.
- Demo prototype using laser sensing display technology [WMV-100MB]
- Cassinelli, A., Angesleva, J., Watanabe, Y., Frasca, G., Ishikawa, M.: Skin Games, Proceedings of the ACM international conference on Interactive Tabletops and Surfaces (ITS’12), (Cambridge, MA, 2012/11/11-14), pp: 323-326 [PDF-1.1MB]