Angry Prims: Interfacing with the Virtual World via Microsoft Kinect and SecondLife
real-time-systemsgesture-recognitioncomputer-visionC#distributed-systems

Angry Prims: Interfacing with the Virtual World via Microsoft Kinect and SecondLife

Real-Time Systems · Computer Vision · C# · 2012 · software

Overview

In this capstone project, the team developed a three-dimensional game in the virtual world SecondLife that mirrors the gameplay of the popular 2D game Angry Birds. The game incorporates realistic physical properties including gravity, force, and collision detection — all running within SecondLife’s simulation engine.

Key Features

Gesture-Controlled Gameplay

Using a Microsoft Kinect sensor, players control the game through full-body gestures. Sophisticated gesture detection algorithms recognize player movements and translate them into actions and commands within SecondLife, enabling intuitive, controller-free gameplay.

HTTP Communication Bridge

A custom HTTP server was developed to bridge the Kinect C# client with the SecondLife scripting environment (LSL — Linden Scripting Language). Smart objects in the SecondLife world listen for HTTP commands and respond accordingly, creating a real-time link between physical gesture and virtual action.

Technical Stack

  • Microsoft Kinect SDK (C#) — gesture recognition and skeleton tracking
  • HTTP Server — communication bridge between systems
  • SecondLife / LSL — virtual world scripting for physics and game logic

Outcome

The project successfully demonstrated real-time, lag-tolerant gesture control of objects in a virtual world, with a functional physics-based game as the showcase.