A Novel Gesture Driven Fuzzy Interface System For Car Racing Game Chiranjib Saha∗, Debdipta Goswami∗, Sriparna Saha∗, Amit Konar∗, Anna Lekovay and Atulya K. Nagarz ∗Department of of Electronics and Telecommunication Engineering, Jadavpur University, Kolkata-700050, India Email:
[email protected],
[email protected],
[email protected] and
[email protected] yInstitute of System Engineering and Robotics, Bulgarian Academy of Sciences, Sofia, Bulgaria Email:
[email protected] zDepartment of Mathematics and Computer Science, Liverpool Hope University, United Kingdom Email:
[email protected] Abstract—The recently developed Kinect sensor has opened a HCI devices, have experienced a paradigm shift in developing new horizon to Human-Computer Interface (HCI) and its native advanced control by adding more degrees of freedom into the connection with Microsoft’s product line of Xbox 360 and Xbox gaming environment. Considering the driving based games, One video game consoles makes completely hands-free control in next generation of gaming. Games that requires a lot of degree gesture tracking can lead to a new level of experience beyond of freedoms, especially the driving control of a car in racing classical joystick control, enabling the player to move his/her games is best suitable to be driven by gestures, as the use of limbs seemingly controlling an imaginary steering wheel or simple buttons does not scale to the increased number of assistive, joystick to move through the game. Also the tracking of comfort, and infotainment functions. In this paper, we propose feet movements would yield speed controls. Keeping in mind a Mamdani type-I fuzzy inference system based data processing module which effectively takes into account the dependence of the simulation of virtual reality by head-mounted holographic actual steering angle with the distance of two palm positions displays of by Oculus Rift or Microsoft HoloLens, gesture and angle generated with respect to the sagittal plane.