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Hapto-Visual Game Design through Mid-Air Haptics and Virtual Reality

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Academic year: 2023

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This thesis covers the design stages of Hapto-Dot, A Haptic - Visual Game, an application that explores the future of new media interactive gaming through mid-air haptic and virtual reality, game design as a process and game elements as various motivational tools are used in the design process. The purpose of this thesis is to find out how to implement game design processes and game elements in multi-sensory immersive new media environments. Before completing the design phases, an overview of approaches to game design process and game elements is presented.

The results of the interviews provided data for the refinement of the concept and the definition of game elements in the next stage of development. As a result of the research it can be said that the implementation of the game design process and game elements in Hapto-Dot was successful and the development of the application. The thesis explores the future of screen-free interactions and how such multimodal interactive interfaces can be designed for an important purpose.

Sending a continuous wave can cause the pressure at the focal point to oscillate. More complex shapes such as lines and circles can be created by quickly scanning the control point or by using multiple control points. These control points can be moved around in real time to interact with our hands to create a sensation.

By sending a continuous wave, the pressure at the focal point can be made to oscillate at 40 kHz.

Virtual Reality as an Immersive medium

Game Design as a Process

Concept Brief

  • Conception about Hapto-Dot
  • Background and Assumption
  • Fundamental game concept
  • Game Genre
  • Target Audience
  • Player’s Role

All the currently available input devices work through a device in the hand, with less degree of freedom. The assumption is to enable the use of ultrahaptics that can provide a greater degree of interactive freedom to the user, through aerial haptic input and interaction. Mid-air haptics, along with hand tracker and jump motion sensor, can effectively make a touchless.

Understanding new media technology from a design perspective can be useful for designing and developing such applications. The Hapto-Dot game is essentially derived from a classic "connect the dots" game, which is a common game exercise in schools that aims to train them to learn as well as play as they try to connect the dots in order consecutive on a sheet of paper and a complement is connected to the figure enclosed by the dot. The haptic point is essentially a sensation in space that from experience will feel like a point and is created through air vibrations at a certain point in space with the help of ultrahaptics.

By registering all the sensations, the structure will be fully revealed, thus rewarding the user with a tangible form, which is an object of the small scenario. Creations of more forms will reveal more objects, which can be experienced together as a unified entity. The fundamental behind this is a linear game, which ensures an easy learning curve for such new media interaction.

The above figure shows the example of classic connect the dot games, which inspired the concept of Hapto-Dot. The game focuses on providing immersion in the free environment, allowing the user to understand and communicate intuitively. There may certainly also be users among children and teenagers, who can learn spatial interactions with improved hand-eye coordination.

The player is also supposed to guess the shape he is trying to make by connecting.

Elaboration Stage

  • Game Elements
  • Interaction Elements and Patterns
  • Goal
  • Gameplay
  • Challenges
  • Rules and Caution
  • Types of Interactions
  • Game Prototyping Process
  • Experience Interface for Hapto-Dot
  • User Testing and Results

According to Garris, Ahlers and Driskell, play largely depends on input that involves the user in the play cycle and thus creates opportunities for learning outcomes. With the first game input sensations, the user follows the next flow in the game cycle. When the player connects all the dots, he can visualize and feel the rocket in space.

Exploration Challenges​ – Formulated as finding and exploring points in space, with different game modes as described in the game. Creation Challenges​ – Formulated for self-learning and exploration, it allows the user to create their own spatial shapes and iterations by placing dots in the environment. The dot is visible in the virtual reality space only when the player confirms that they have found the haptic dot.

Player should not put other body parts on the device as it can be harmful to his health. The game is intended to be played standing in front of the device or by sitting on a chair fixed in the environment. Player is allowed to skip a level or ask for hints only after 3 tries to not find the dot in the space.

To end the game, the player must choose the option at the bottom right of the environment as a cross. Customization can be done to change the dot density, dot feel and ease of gaming. The player should not play the game for more than 10 minutes and it is recommended to avoid using the game for long periods of time as it may cause visual fatigue and tactile fatigue.

The game was prototyped on Unity 3D using the Ultrahaptics SDK and Leap Motion SDK. The player can select from the desired mode and move to play the game. This is primarily a finger-based menu interaction. A dashboard on the back of the hand tells the user about the progress of the game.

Settings – The settings panel will help users to access various settings instances related to the game from sound to dot type etc. It is an arm-based interaction, which can be used from the palm. The users were subjected to a single game module that included a point in space 20 cm above the ground, and were asked to rate on a scale of 5 on experiential parameters such as degree of immersion, accuracy, presence, involvement, spatial awareness, etc. .

Conclusion

The table below shows the results for visual only, haptic only, and both haptic and visual feedback.

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