Microsoft Research335 тыс
Опубликовано 14 ноября 2016, 0:46
Recent advances in both haptic rendering techniques and CPU
power have made haptic feedback increasingly accessible on
consumer hardware. With the recent success of simple haptic
feedback devices in console and PC game systems, more
sophisticated haptic rendering is poised to enter the mass
entertainment market in the near future. With this in mind, we
describe “Haptic Battle Pong”, a competitive networked game that
makes extensive use of three-degree-of-freedom force-feedback
and six-degree-of-freedom input. This is among the first games to
fully utilize the capabilities of high-fidelity haptic devices, and we
use this environment to explore the applicability of high-degreeof-freedom
haptics to games.
We discuss our approaches to physical simulation, forcerendering,
and networked haptic interaction. We also discuss
several techniques we used to enhance the entertainment value of
a traditional video game using the capabilities of a haptic display.
Finally, we review the subjective responses of initial users and
several lessons we learned that may be applied to future haptic
games.
power have made haptic feedback increasingly accessible on
consumer hardware. With the recent success of simple haptic
feedback devices in console and PC game systems, more
sophisticated haptic rendering is poised to enter the mass
entertainment market in the near future. With this in mind, we
describe “Haptic Battle Pong”, a competitive networked game that
makes extensive use of three-degree-of-freedom force-feedback
and six-degree-of-freedom input. This is among the first games to
fully utilize the capabilities of high-fidelity haptic devices, and we
use this environment to explore the applicability of high-degreeof-freedom
haptics to games.
We discuss our approaches to physical simulation, forcerendering,
and networked haptic interaction. We also discuss
several techniques we used to enhance the entertainment value of
a traditional video game using the capabilities of a haptic display.
Finally, we review the subjective responses of initial users and
several lessons we learned that may be applied to future haptic
games.
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