Graphics Interface Conference 2018, 8–11 May, Toronto, Ontario, Canada

Leonardo Torok* Elmar Eisemann† Daniela Trevisan‡ Anselmo Montenegro§ Esteban Clua¶

Fluminense Federal Delft University of Fluminense Federal Fluminense Federal Fluminense Federal University Technology University University University

A viable to change the original game. Commonly, a semi-transparent

Graphics Interface Conference 2018 1Metacritic - http://www.metacritic.com/ 8-11 May, Toronto, Ontario, Canada Copyright held by authors. Permission granted to CHCCS/SCDHM to publish in print and digital form, and

51 Frame 1

User input Δ=0 Δ=5 Δ=7.1 Δ=7.1 Δ=7.1 Δ=41.4 Δ=89.1 Δ=92.1 Δ=1572 X=233 X=238 X=-1 X=-1 X=150 X=184 X=210 X=210 X=1680 Y=345 Y=340 Y=-1 Y=-1 Y=25 Y=30 Y=75 Y=78 Y=250 Normalization and Lowest coordinates: X = 150, Y = 25 translation Screen height: 1080 (a) Quarter-circle forward ( ) (b) Quarter-circle backward ( ) Δ=0 Δ=0.01 Δ=0.01 Δ=0.01 Δ=0.01 Δ=0.04 Δ=0.08 Δ=0.09 Δ=1,46 X=0.08 X=0.08 X=-1 X=-1 X=0 X=0.03 X=0.06 X=0.06 X=1.41 Y=0,296 Y=0.292 Y=-1 Y=-1 Y=0 Y=0.01 Y=0.04 Y=0.05 Y=0.21 Figure 2: The gestures trained for the test demonstrated with Street Δ=0 Δ=0.02 Δ=0.08 Fighter Alpha 2 (Capcom). The user must press the buttons in a quick X=0 X=0.02 X=0.06 Y=0 Y=0.01 Y=0.05 sequence and follow with an attack button.

Best match: quarter-circle forward on the X-axis) by the height (same approach, for the Y-axis). We then divide the two, selecting the larger value as the denominator. If Frame 2 the value is greater than 0.5, it is a valid match.

User input 3.4 Limitations Δ=5 Δ=7.1 Δ=7.1 Δ=92.1 Δ=92.1 Δ=92.1 Δ=92.1 Δ=1572 Δ=1574 X=238 X=-1 X=-1 X=-1 X=-1 X=-1 X=-1 X=1680 X=1682 Y=340 Y=-1 Y=-1 Y=-1 Y=-1 Y=-1 Y=-1 Y=250 Y=250 The main limitation of the current approach is dealing with discrete input, like a single button press. This kind of action results in a single Frame 3 coordinate on the screen for a touch, while our method works by comparing relatively large sequences of touches. In a fighting game,