Purkayastha Sagar N, Byrne Michael D, O'Malley Marcia K
Rice University, Houston, TX 77005, USA.
Annu Int Conf IEEE Eng Med Biol Soc. 2012;2012:4529-32. doi: 10.1109/EMBC.2012.6346974.
Gaming controllers are attractive devices for research due to their onboard sensing capabilities and low-cost. However, a proper quantitative analysis regarding their suitability for use in motion capture, rehabilitation and as input devices for teleoperation and gesture recognition has yet to be conducted. In this paper, a detailed analysis of the sensors of two of these controllers, the Nintendo Wiimote and the Sony Playstation 3 Sixaxis, is presented. The acceleration and angular velocity data from the sensors of these controllers were compared and correlated with computed acceleration and angular velocity data derived from a high resolution encoder. The results show high correlation between the sensor data from the controllers and the computed data derived from the position data of the encoder. From these results, it can be inferred that the Wiimote is more consistent and better suited for motion capture applications and as an input device than the Sixaxis. The applications of the findings are discussed with respect to potential research ventures.
由于其板载传感能力和低成本,游戏控制器是很有吸引力的研究设备。然而,关于它们在运动捕捉、康复以及作为遥操作和手势识别输入设备方面适用性的恰当定量分析尚未进行。本文对其中两款控制器——任天堂Wiimote和索尼PlayStation 3 Sixaxis的传感器进行了详细分析。将这些控制器传感器的加速度和角速度数据与从高分辨率编码器得出的计算加速度和角速度数据进行了比较和关联。结果表明,控制器的传感器数据与从编码器位置数据得出的计算数据之间具有高度相关性。从这些结果可以推断,与Sixaxis相比,Wiimote在运动捕捉应用和作为输入设备方面更稳定且更适用。针对潜在的研究项目对这些发现的应用进行了讨论。