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Next: Conclusion and Future Work Up: The Patrol Task Previous: Preliminary results:

Use of Patrol Context

While preliminary, the systems described above suggest interesting interfaces. By using head-up displays, the players could keep track of each other's locations. A strategist can deploy the team as appropriate for maintaining territory. If aim and reload gestures are recognized for a particular player, the computer can automatically alert nearby team members for aid.

Contextual information can be used more subtly as well. For example, if the computer recognizes that its wearer is in the middle of a skirmish, it should inhibit all interruptions and information, except possibly an ``X'' on the person at whom the user is aiming. Similarly, a simple optical flow algorithm may be used to determine when the player is scouting a new area. Again, any interruption should be inhibited. On the other hand, when the user is ``resurrecting'' or waiting, the computer should provide as much information as possible to prepare the user for rejoining the game.

The model created by the HMM location system above can also be used for prediction. For example, the computer can weight the importance of incoming information depending on where it believes the player will move next. An encounter among other players several rooms away may be relevant if the player is moving rapidly in that direction. In addition, if the player is shot, the computer may predict the most likely next area for the enemy to visit and alert the player's team as appropriate. Such just-in-time information can be invaluable in such hectic situations.


next up previous
Next: Conclusion and Future Work Up: The Patrol Task Previous: Preliminary results:
Thad Starner
1998-09-22