Watanabe Masato, Yamamoto Taisuke, Kambara Hiroyuki, Koike Yasuharu
Department of Computational Intelligence and System Science, Tokyo Institute of Technology, Yokohama, Japan.
Annu Int Conf IEEE Eng Med Biol Soc. 2010;2010:4626-31. doi: 10.1109/IEMBS.2010.5626477.
A motion controller which has an acceleration sensor increases reality and intuitiveness in sports games. But we adjust not only visible posture but also invisible force like stiffness and viscosity when we play sports. We propose a game controller using player's movement and force by using acceleration and electromyogram(EMG). In this research, we compared conventional motion controller and proposed method by using a golf game. The score was the distance between cup position and carried ball position. For beginner of video games, proposed method is superior than conventional. For well-trained video game players conventional button type controller wins on accurate input. Because it was difficult to keep arm stiffness constant than button. Using coarsely-quantized EMG might resolve this problem, then achieve intuitive and easy-to-use game controller.
具有加速度传感器的运动控制器可增强体育游戏的真实感和直观性。但我们在进行体育运动时,不仅会调整可见的姿势,还会调整诸如刚度和粘度等不可见的力量。我们提出了一种通过利用加速度和肌电图(EMG)来使用玩家运动和力量的游戏控制器。在本研究中,我们通过高尔夫游戏比较了传统运动控制器和所提出的方法。得分是球洞位置与击球后球位置之间的距离。对于电子游戏初学者而言,所提出的方法优于传统方法。对于训练有素的电子游戏玩家,传统按钮式控制器在精确输入方面更胜一筹。因为与按钮相比,保持手臂刚度恒定较为困难。使用粗量化的肌电图可能会解决这个问题,进而实现直观且易于使用的游戏控制器。