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Sensors 2016, 16(7), 1102; doi:10.3390/s16071102

Sensors for Entertainment

1
Dipartimento di Automatica e Informatica, Politecnico di Torino, Corso Duca degli Abruzzi 24, Torino 10129, Italy
2
Department of Computer Science, University of Calgary, 2500 University Dr. N.W., Calgary, AB T2N 1N4, Canada
*
Author to whom correspondence should be addressed.
Academic Editor: Vittorio M. N. Passaro
Received: 14 July 2016 / Accepted: 14 July 2016 / Published: 15 July 2016
(This article belongs to the Special Issue Sensors for Entertainment)
View Full-Text   |   Download PDF [146 KB, uploaded 15 July 2016]

Abstract

Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on “Sensors for Entertainment”, developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored. View Full-Text
Keywords: games; interactive entertainment; human-machine interaction; wearable sensors; mobile devices; inertial sensors; bio-feedback; vision systems; sensor networks; education; rehabilitation; training; virtual; augmented and mixed reality; body; head and hand tracking; gesture recognition games; interactive entertainment; human-machine interaction; wearable sensors; mobile devices; inertial sensors; bio-feedback; vision systems; sensor networks; education; rehabilitation; training; virtual; augmented and mixed reality; body; head and hand tracking; gesture recognition
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. (CC BY 4.0).

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MDPI and ACS Style

Lamberti, F.; Sanna, A.; Rokne, J. Sensors for Entertainment. Sensors 2016, 16, 1102.

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