Prototyping a Grip Pressure-Sensing Controller for Video Games
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Byrne, James
Sweetser Kyburz, Penny
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ACM
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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.
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Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’22 EA)
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Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page.
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