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CardGame Interaction Module (Hand Tracking Module)

Folder Structure

  • Scenes: The scenes are located in the Scenes folder.
  • Scripts: Scripts are placed in the Scripts folder, named according to the specific scenes where they are used.
  • Models and Audio: The models and audio files are in the Model folder.
  • Prefabs: Prefabs are located in the Prefabs folder.

Scene Descriptions

Waiting Room Scene

  1. Moving in the Waiting Room:

    • Gesture: Pinch gesture with thumb and index finger.
    • Interaction: Users select a specific location in the waiting room using the pinch gesture for teleportation. This can either be direct teleportation or initiating a walking path.
    • Visual Feedback: Highlights the selected area or displays the path the character will follow.
  2. Table Selection Interaction:

    • Gesture: Pinch gesture.
    • Interaction: Users can join a table by pinching a virtual table and clicking the "Enter" button after zooming in.
    • Visual Feedback: When fingers hover over the table icon, it highlights or enlarges, indicating it can be selected.
  3. Menu Navigation:

    • Gesture: Open palm to activate the menu, swipe with the whole palm to scroll.
    • Interaction: Users open their palms facing themselves to open a virtual menu. Swipe left or right to scroll through options (Settings, Help, Exit).
    • Visual Feedback: Menu items slightly bounce or light up when the palm passes over them.

Game Scene

  1. Card Interaction:

    • Gesture: Pinch gesture with thumb and index finger.
    • Interaction: Users can pinch the corners of cards on the table to simulate typical actions in blackjack, such as checking cards or signaling the dealer.
    • Visual Feedback: Cards slightly lift and shift subtly when pinched, indicating the player's check or decision.
  2. Communication with Dealer (Blackjack Specific):

    • Gesture: Various gestures, such as tapping the table to hit or waving over the cards to stand.
    • Interaction: Users use specific gestures to communicate game decisions with the dealer, such as requesting additional cards or staying with current cards.
    • Visual Feedback: The dealer responds to player decisions through gestures or changes in the game layout.
  3. Chip Selection and Betting:

    • Gesture: Gesture simulating picking up physical chips, grasping a stack from above.
    • Interaction: Users reach out and scoop chips from the stack to place bets. Chips can be dragged into the betting area with a forward pushing gesture.
    • Visual Feedback: Chips naturally stack in the betting area with realistic collision sounds. The total bet amount is displayed numerically as chips increase.
  4. Player Interaction:

    • Gesture: Waving, thumbs up, or other natural gestures.
    • Interaction: Users can wave to greet, give a thumbs up to praise, or clap to congratulate other players.
    • Visual Feedback: Other virtual characters nod or return gestures, enhancing social presence.

Additional Interactions

  1. Ordering Drinks (Entertainment Interaction):

    • Gesture: Point and select from a virtual menu.
    • Interaction: Point to a virtual menu to select a drink, then simulate pulling the drink towards oneself to place an order.
    • Visual Feedback: The selected item on the menu enlarges, and a virtual drink appears on the user's table.
  2. Game Statistics and Information:

    • Gesture: Pinch and zoom gestures.
    • Interaction: Users can bring up a holographic display of game stats or player information by pinching and zooming gestures in the air.
    • Visual Feedback: Data panels expand, contract, and close based on gesture movements.
  3. Exit or Leave Game:

    • Gesture: Simulating pulling a lever.
    • Interaction: Users can exit the game by pulling an exit lever, triggering a clear and engaging game-ending sequence.
    • Visual Feedback: The interface dynamically reacts, such as a virtual curtain closing or lights dimming, indicating the end of the game.

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Hand tracking module for CardGame

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