ICAT-EGVE2022 - Posters and Demos
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Browsing ICAT-EGVE2022 - Posters and Demos by Subject "CCS Concepts: Computing methodologies -> Collision detection; Hardware -> Sensors and actuators; PCB design and layout"
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Item HumanCopter: Wearable Drone System for Remote Multi-Directional Teleoperation(The Eurographics Association, 2022) Fei, Wong Keh; Zhou, Lu; ZiYue, Wang; Minamizawa, Kouta; Pai, Yun Suen; Theophilus Teo; Ryota KondoResearch on providing teleoperation to remote users for learning, training, or even as an assistive function has been well explored. Yet, most approaches are unable to provide full directional cues to the user. This includes not just front, back, left, and right, but also up, down, turn left, and turn right. Additionally, assuming direct control become more challenging without such freedom of navigation. To achieve this, we propose HumanCopter, a wearable unmanned aerial vehicle (UAV) where a teleoperater can provide six directional cues and 2 rotational cues to the controlled, or avatar user. Our proof-of-concept utilizes an open-source hexacopter drone mounted on the user via a helmet and shoulder supports to accurately navigate users.Item PhysioSense Controller: Self-Actuating Button Based on Player Physiology for Improved Avatar Control(The Eurographics Association, 2022) ZiYue, Wang; Minamizawa, Kouta; Pai, Yun Suen; Theophilus Teo; Ryota KondoGames generally require a certain level of skill to control the avatar. However, this can also potentially lead to frustration since there is no way for a game to truly adapt to the player's skill during gameplay. We propose the PhysioSense controller, a custom designed gamepad controller that senses the player's electrodermal activity (EDA), heart rate, and motion to compute their cognitive load level in real-time and trigger a haptic feedback during key events in the game. The haptic feedback is delivered via subtle actuation on the button, allowing the player to still retain their sense of agency. We performed an initial evaluation on the PhysioSense Controller using a platforming action game with three custom difficulty levels. We found that there was a clear physiological and motion response to the presented difficulties, and that the player's behavior changes to adapt to them. We believe that our system can potentially make more players enjoy most games in the future regardless of presented difficulty.