Late last year I released FaceOff Paintball - a game which let you use your
head movements to control the game. Well since then people asked if
try it with levels from Half-Life 2, so sure enough that's what you can now
do. Some of the other v2 improvements include:
We've upgraded the head-tracking library to the yet unreleased FaceAPI 4,
meaning the tracking is faster and more reliable than ever, despite
still only requiring a web-camera to work
Several technique improvements have been made to make the
technique more natural, yet robust. In keeping
with tradition, we provided plenty of tuneable options for you to play with - so tweak away!
The game is now 70% smaller and now has
no runtime dependencies, meaning your
computer will barely know it's there
Best of all FaceOff Paintball is still free, so give it crack today!Update - 20th June 2011
You can now try this stuff yourself using the
FaceAPI integration guide
hosted on Valve's Source SDK wiki. If you have trouble following the guide please let me know at
me@torbensko.com
"All Nighter" was a recent finalist in the
Lights, Canberra, Action film-festival. A Kinect, along
with Maya (a piece of modelling software), was used in
order to incorporate an animated character into the film.
All the Maya scripts used for creating this film
are on the kinect project page.
Try it yourself!
Back in 2009 I created a self portrait that used a facial tracking system
to allow the virtual subject to mimic the viewer. Through this interaction,
the viewer was in some regards able to inhabit the artwork. As such, it could
be said that the images below are as much of the viewer, as they are the artist.
Head tracking in games? Come check out what's possible
[last updated:] 7th October 2009
Come check out some of efforts to explore how head and facial
tracking can be used in computer games.
All of our work uses Seeing Machine's FaceAPI tracking software, which is
capable of working using only a simple web-camera.
You can grab the free demo and developer library for this software at the
Seeing Machines website
Using a Wii and the Half-Life engine in a Virtual Reality theatre
[last updated:] 23rd February 2009
For my 4th year Software Engineering research project, I ported the Nintendo
Wiimote and Valve's Source engine into a two-walled virtual reality
theatre (known as the Wedge) and created a virtual version of our university.
Looking for something else?
Some of my original content has temporarily disappeared
while I redevelop my site. If there's something missing that
you're interested in or if you have any other form of query, drop me an email at
me@torbensko.com