电子游戏手柄压力感应控制器原型设计

James Byrne, Penny Sweetser
{"title":"电子游戏手柄压力感应控制器原型设计","authors":"James Byrne, Penny Sweetser","doi":"10.1145/3505270.3558349","DOIUrl":null,"url":null,"abstract":"There have been few changes to the current standard game controllers since the introduction of the Dual Analog Controller for the PlayStation in 1997. Refinements have been made and some unique active control schemes (e.g., Wii Remote) have been released. However, there has been minimal development of passive biometric player inputs (i.e., not directly and consciously controlled by the player). Passive biometric inputs have the potential to enhance player experience by tailoring the game based on the player’s changing physiological state. In this paper, we report on the development and testing of a new prototype pressure sensor designed to be integrated into a game controller. The prototyping and testing undertaken as part of this report has produced a system that shows promise for inferring the activity and state of the player and for implementation into future controller designs. Such a system could be used to read and adapt to the emotional state of a player for a customised play experience.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"265 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Prototyping a Grip Pressure-Sensing Controller for Video Games\",\"authors\":\"James Byrne, Penny Sweetser\",\"doi\":\"10.1145/3505270.3558349\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"There have been few changes to the current standard game controllers since the introduction of the Dual Analog Controller for the PlayStation in 1997. Refinements have been made and some unique active control schemes (e.g., Wii Remote) have been released. However, there has been minimal development of passive biometric player inputs (i.e., not directly and consciously controlled by the player). Passive biometric inputs have the potential to enhance player experience by tailoring the game based on the player’s changing physiological state. In this paper, we report on the development and testing of a new prototype pressure sensor designed to be integrated into a game controller. The prototyping and testing undertaken as part of this report has produced a system that shows promise for inferring the activity and state of the player and for implementation into future controller designs. Such a system could be used to read and adapt to the emotional state of a player for a customised play experience.\",\"PeriodicalId\":375705,\"journal\":{\"name\":\"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play\",\"volume\":\"265 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-11-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3505270.3558349\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3505270.3558349","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

自从1997年PlayStation推出双模拟控制器以来,目前的标准游戏控制器几乎没有什么变化。我们对其进行了改进,并发布了一些独特的主动控制方案(如Wii Remote)。然而,被动生物识别玩家输入(即不是由玩家直接和有意识地控制)的开发却很少。被动生物识别输入能够根据玩家不断变化的生理状态来调整游戏,从而提升玩家体验。在本文中,我们报告了一个新的原型压力传感器的开发和测试,设计集成到一个游戏控制器。作为本报告一部分的原型和测试已经产生了一个系统,能够推断玩家的活动和状态,并在未来的控制器设计中实现。这样的系统可以用来读取和适应玩家的情绪状态,以获得定制的游戏体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Prototyping a Grip Pressure-Sensing Controller for Video Games
There have been few changes to the current standard game controllers since the introduction of the Dual Analog Controller for the PlayStation in 1997. Refinements have been made and some unique active control schemes (e.g., Wii Remote) have been released. However, there has been minimal development of passive biometric player inputs (i.e., not directly and consciously controlled by the player). Passive biometric inputs have the potential to enhance player experience by tailoring the game based on the player’s changing physiological state. In this paper, we report on the development and testing of a new prototype pressure sensor designed to be integrated into a game controller. The prototyping and testing undertaken as part of this report has produced a system that shows promise for inferring the activity and state of the player and for implementation into future controller designs. Such a system could be used to read and adapt to the emotional state of a player for a customised play experience.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信