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Telemetry-Based Haptic Rendering for Racing Game Experience Improvement
IEEE Transactions on Haptics ( IF 2.4 ) Pub Date : 2024-01-24 , DOI: 10.1109/toh.2024.3357885
Jiwan Lee 1 , Junwoo Kim 1 , Jeonggoo Kang 2 , Eunsoo Jo 2 , Dong Chul Park 2 , Seungmoon Choi 1
Affiliation  

Many recent games, such as racing and flight games, open their game telemetry data to users by storing them in the local memory. Such telemetry data can provide useful information for haptic rendering, and this advantage has been exploited by the industry. This approach applies to any applications that export telemetry data in run time. The haptic rendering module operates as a separate process that accesses the telemetry data in parallel with the application. It is simple, efficient, and modular while retaining the application intact. We examine the approach's viability for user experience improvement by developing three telemetry-based haptic rendering algorithms for car racing games. They express the car engine response, collisions with external objects, and the road surface texture, respectively. Building a haptics-enabled driving platform, we conducted a user study comparing gaming experiences between our telemetry-based algorithms and conventional sound-to-tactile conversion algorithms. The results showed that the telemetry-based effects elicited better experiences than the sound-based effects.

中文翻译:


基于遥测的触觉渲染可改善赛车游戏体验



最近的许多游戏,例如赛车和飞行游戏,通过将游戏遥测数据存储在本地内存中来向用户开放。这种遥测数据可以为触觉渲染提供有用的信息,并且这一优势已被业界所利用。此方法适用于在运行时导出遥测数据的任何应用程序。触觉渲染模块作为一个单独的进程运行,与应用程序并行访问遥测数据。它简单、高效、模块化,同时保持应用程序完整。我们通过为赛车游戏开发三种基于遥测的触觉渲染算法来检查该方法改善用户体验的可行性。它们分别表示汽车发动机的响应、与外部物体的碰撞以及路面纹理。为了构建支持触觉的驾驶平台,我们进行了一项用户研究,比较了基于遥测的算法和传统的声音到触觉转换算法之间的游戏体验。结果表明,基于遥测的效果比基于声音的效果带来更好的体验。
更新日期:2024-01-24
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