首页> 外文学位 >Design, characterization, and testing of skin-stretch feedback integrated into a game controller.
【24h】

Design, characterization, and testing of skin-stretch feedback integrated into a game controller.

机译:集成到游戏控制器中的皮肤拉伸反馈的设计,表征和测试。

获取原文
获取原文并翻译 | 示例

摘要

Haptic feedback in modern game controllers is limited to vibrotactile feedback. The addition of skin-stretch feedback would significantly improve the type and quality of haptic feedback provided by game controllers. Skin-stretch feedback requires small forces (around a few newtons) and translations (as small as 0.5 mm) to provide identifiable direction cues. Prior work has developed skin-stretch mechanisms in two form factors: a flat form factor and a tall but compact (cubic) form factor. These mechanisms have been shown to be effective actuators for skin-stretch feedback, and are small enough to fit inside of a game controller. Additional prior work has shown that the cubic skin-stretch mechanism can be integrated into a thumb joystick for use with game controllers. This thesis presents the design, characterization, and testing of two skin-stretch game controllers. The first game controller provides skin stretch via a 2-axis mechanism integrated into its thumb joysticks. This controller uses the cubic skin-stretch mechanism to drive the skin stretch. Concerns that users' motions of the joystick could negatively impact the saliency of skin stretch rendered from the joystick prompted the design of a controller that provides 2-axis skin stretch to users' middle fingers on the back side of the controller. Two experiments were conducted with the two controllers. One experiment had participants identify the direction of skin stretch from a selection of 8 possible directions. This test compared users' accuracies with both controllers, and with five different finger restraints on the back-tactor controller. Results show that users' identification accuracy was similar across feedback conditions. A second experiment used skin stretch to rotationally guide participants to a randomized target angle. Three different feedback strategies were tested. Results showed that a strategy called sinusoidal feedback, which provided feedback that varied in frequency and amplitude as a function of the user's relative position to the tactor, performed significantly better on all performance metrics than the other feedback strategies. It is important to note that the sinusoidal feedback only requires two 1-axis skin-stretch actuators, which are spatially separated, in order to provide feedback. The other lower performing feedback strategies used two 2-axis skin-stretch actuators.
机译:现代游戏控制器中的触觉反馈仅限于触觉反馈。皮肤伸展反馈的添加将显着改善游戏控制器提供的触觉反馈的类型和质量。皮肤拉伸反馈需要较小的力(大约几牛顿)和平移(小至0.5毫米)才能提供可识别的方向提示。先前的工作开发了两种形状因子的皮肤拉伸机制:扁平形状因子和高而紧凑的(立方)形状因子。这些机制已被证明是有效的执行器,用于皮肤拉伸反馈,并且足够小以适合游戏控制器内部。先前的其他工作表明,立方体的皮肤拉伸机制可以集成到与游戏控制器一起使用的拇指操纵杆中。本文介绍了两种皮肤拉伸游戏控制器的设计,表征和测试。第一个游戏控制器通过集成在其拇指操纵杆中的2轴机制提供皮肤拉伸。该控制器使用三次皮肤拉伸机制来驱动皮肤拉伸。担心用户的操纵杆运动可能会对从操纵杆渲染的皮肤拉伸的显着性产生负面影响,这促使设计了一种控制器,该控制器向控制器背面的用户的中指提供2轴皮肤拉伸。使用两个控制器进行了两个实验。一项实验让参与者从8种可能的方向中识别出皮肤伸展的方向。该测试将用户的准确度与两个控制器以及后触觉控制器上的五个手指约束进行了比较。结果表明,在反馈条件下,用户的识别准确度相似。第二个实验使用皮肤拉伸将参与者旋转引导至随机目标角度。测试了三种不同的反馈策略。结果表明,一种称为正弦反馈的策略(其提供的频率和幅度根据用户相对于触头的相对位置而变化)在所有性能指标上的表现均明显优于其他反馈策略。重要的是要注意,正弦反馈仅需要两个在空间上分开的1轴皮肤拉伸驱动器,即可提供反馈。其他性能较低的反馈策略使用了两个2轴皮肤拉伸执行器。

著录项

  • 作者

    Caswell, Nathaniel Alexis.;

  • 作者单位

    The University of Utah.;

  • 授予单位 The University of Utah.;
  • 学科 Engineering Robotics.;Engineering Mechanical.
  • 学位 M.S.
  • 年度 2013
  • 页码 122 p.
  • 总页数 122
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号