So I am developing a software where you can control most games with gestures...ideas critics :P?

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Gesture control has never worked that well. Human gestures are naturally very ambiguous. Computers on the other hand are very explicit. That combination of human ambiguous with computer explicitness is why we have gone to great lengths to invent devices like mice, keyboards, joysticks, touch pads and so on.

Heck, even modern VR setups, which would be the perfect place for gesture control, are using explicit controllers.

^ I know…

I am not heading for a ā€œrevolutionary keyboard replacementā€ after all, the fact that Microsoft is well Microsoft - while I’m just one person should tell you that my goal is at best small app alternative to keyboard and not the ā€œnew revolutionā€ of human-computer interaction.

Start by examining the ways you will bring gestures into the computer. Unless you’re planning on providing custom hardware devices you will have to rely on whatever hardware the user has available. If you’re planning on using the camera you may want to investigate the quality of the average camera people are buying.

Additionally check out your primary competition. Neuro Technology has an application that allows you to use gestures to control your mouse pointer. You mentioned your software would be affordable but I want to point out that theirs is free.

http://www.neurotechnology.com/npointer.html

Finally determine your target audience and why they will want your software over the competition or traditional input devices as having an idea and developing it are only a part of the process for creating a new product. You need to market it too.

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I’m not sure if you’re asking how to do this or claim that you know how to do this.

Microsoft put a lot of money into kinect, there are also ather attempts to make gesture recognition, and to my knowledge they’re all somewhat unreliable.

I think it is unlikely that you’ll able to beat everybody who give the idea a try. IF you CAN beat them all, you should make a prototype and post a youtube video of it in action.

If you were asking how to do it, you should start looking into stereo vision, disparity maps, blob detection, opencv and the like.

I think you would get a decent chance of at least being able to make SOME gesture recognition software, if you used Zed Camera or something similar, but that camera cost over $500. Without any special hardware… I have doubts that you’ll be able to make this happen.

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^ Thanks to both answers.

Some clarifications.

Does neurotechnology work on games or just pc app control? Because with games it’s different thing. When I made my app to control desktop apps, I soon discovered it’s worthless on games, because:

  1. Games with directx ā€˜hijack’ the camera;
  2. The key pressing doesn’t work on directx;
  3. directx key pressing doesn’t work when the app isn’t on focus.

I had to fix all these three issues separately.

Besides neurotechnology is ā€œmouse point substituteā€, but is it keyboard substitute? Surely you can’t control any game with mouse only?

@neginfinity

I’ve done it, currently ā€œtweakingā€, testing. I’ve tested it on 2 pcs only and now improving the turning left/right on the racing games.

^ Sorry, do you mean Arx Fatalis has gesture control integrated? Or do you mean I should make sure my app works with it? I am going to make more tests, that’s for sure…

Arx Fatalis had a gesture controlled magic system where you would cast spells by drawing magic runes with your mouse. I gesture = 1 rune, 3 runes made up 1 spell as far as I remember. You could ā€œpreloadā€ the spells to 3 slots that you could then release at the press of a button each. I take that as a sign that a straight up 100% gesture based magic system was impractical for a number of reasons. Also you might be able to get some insight on what people think about the concept of gesture based controlls by reading reviews of the game.

I have to admit though, I only skimmed the whole thread really quickly and didn’t get what you were trying to do. I thought you are making a game.

To be honest I think it’s a bad idea to try to slap on gesture based control systems on complex games that were built for gamepads and/or keyboard and mouse. Gesture based controlls imho will always be a gimmick, and in that case you better build your game around the gimmick, to work as well with it as possible.

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^ OK, got it…

I don’t know - I am just trying to make something that can be used on many games…Kinect for xbox 360 seems to have just one NFS for example, I am hoping to make it work on most of them + Test Drive and what not.

The focus is still on PC, I m not sure if I’ll ever try to make even mac version as I’m clueless about mac development.

btw:

just tested it on some old need for speed…works ok yet a bit strange an one sort of negative - doesn’t catch the arrows so 2 options here:

a) the game has enabled by default WASD;
b) the game should have the option to change the keys from the game menu, to WASD.

Otherwise no idea why directinput doesn’t have the arrow keys 0_0…it should be the most important keys in games, yet they have ā€œhā€ key but not this…go figure.

I still cant fully understand what are you trying to do vs what has not been possible before. FYI Leap motion is like $30 and gestures can be bind to normal keyboard actions via different software’s and it works both 1st person or in front. Gestures in desktop gaming also seem like a dead idea because of the inaccuracy and lazy people in general. VR is the future for any type gesture/motion control gaming but on that front there are already a lot of stuff going on.

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^ Leap Motion isn’t like $30 - just checked it:

http://store-us.leapmotion.com/products/leap-motion-controller

$79.99 + $7.2 shipping: $87.2. Apparently something called ā€œgamewaveā€ costs $3.99 to make it control any game, thus making it: Over three times what you mentioned.

So, you’re living in the UK? Even ā€œbetterā€: https://www.amazon.co.uk/Leap-Motion-Controller-Interacts-your/dp/B00C66Z9ZC
$123 USD…according to google…and even without shpping.

Sure…if it was $3 vs 9 - then you can argue anyone who is paying 3 will also pay 9 but certainly not in this case. Especially as I’m not planning to make mine $30 either…

Again:

It’s hardware, not software: hardware should be avoided unless really necessary (eq.: TV screen, fridge, car. etc), but the time needed to get the product, prone to fractures, theft = not a good idea.

And finally: no such thing as ā€œdead ideaā€,MS made the news with kinect and that was it…speaking of which even MS are history now.

You can get the device from other places too and with free shipping. Reddit - Dive into anything

But on topic, what are your gesture detection is based on then if you plan to even semi compete or match existing solutions? I have Leap Motion and Rift+Touch plus Vive randomly available for dev testing. Leap motion is heavily gesture based but naturally lacks haptic feedback and not reliable for fast paced gaming.

You should have a prototype showcase video.

The ā€œgestureā€ (hand detection) part is my own: that is, my own algorithm, it’s on C# (mostly everything is, unless we count C++ directinput thing wrapping…). Right now it’s NET 3.5, hoping to make it NET 2 (not sure if I’ve used LINQ anywhere on the code or anything that won’t work on net 2.

Initially I was planning to use this:

http://www.codeproject.com/Articles/16447/Neural-Networks-on-C

Probably one of the best non-commercial, ā€˜commercially allowed’ libs ever created. The only problem: it’s absurdly slow for real time detection, let alone racing game playing. Hoping to detect your face/hand movement in a fraction of a second while making a sudden ā€˜steer gesture’ is a lost cause with these neural nets - I even tried several approaches but all are too slow, even with all possible improvements possible.

I’m still using it though…BUT: only on the ā€œpc controlā€ part, that is: face detection, moving the mouse pointer by moving your head and then clicking by pointing something with your hands. Yes, it’s still slow but again, when it’s desktop software, it’s no big deal. The issue comes when you need to say: shoot enemy in FPS immediately, or when you need to turn left/right in racing game especially.

@

Yes, webcam.
That’s the idea…using as little hardware as possible.
Either integrated or attached separately via USB should be OK.
Again: SHOULD, can’t be 100% sure it will work on most pcs/laptops: so far it’s tested on 3 only :).

About your joke/comment: well all i can say is that you can use both the keyboard and the software at the same time.

Example: say while playing Call of Duty:

you shoot by pointing your right hand in ā€œgun gestureā€ā€¦but you need also to jump…which if you’re sitting can be done by pressing ā€œspaceā€ on the keyboard with the other hand. Similarly: you may shoot with mouse but reload with gesture, for example.

edit: I made a video + screenshots and even launched crowdunding on it but don’t want to spam…if someone is curious by chance PM -::slight_smile:

Problem is, hardly anyone uses Kinect on Xbox any more, even I kind of stopped apart from using voice commands to do stuff like record YouTube footage (surprisingly the thing understands my accent!).

@RichAllen2023
Thanks for the comment, but you do NOT need Kinect to use it - only webcam. That’s the idea…

I’m not sure why so many are having trouble understanding what you’re doing. It’s webcam-based gesture-detection with a Windows desktop mode, an FPS game mode, and a racing game mode.

There are some pretty solid comments in the thread about the reasons gesture control seems to be something of a gimmick, so that meets the ā€œcriticismā€ portion of your request (although I’d add the problem that gesture-based controls are simply tedious to use – despite all the gushing when Minority Report came out, I’ve always thought it looked like some sort of ridiculous tai-chi-jazzercize workout regimen).

I’m not sure what you expected to get by asking for ā€œideasā€ though.

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