Haptic User Interface Integration for 3D Game Engines

Author(s):  
Gokhan Sengul ◽  
Nergiz Ercil Çaǧıltay ◽  
Erol Özçelik ◽  
Emre Tuner ◽  
Batuhan Erol
Author(s):  
Nadya Nadya ◽  
Hadi Saputra

<p><em>Game development is growing rapidly in this digital era. The graphic is also increasing more and more, especially in Three Dimensional space (3D). 3D game development is spreading around Indonesia. Now there are more local companies which making 3D games. Indonesia is one of the countries in Southeast Asia that have good enough game revenue to be the biggest one. One of the popular genre in Indonesia is survival horror. That’s because horror Indonesian stories is still have many unsolved mysterious things which can attract either domestic or foreign society. This study is including research about visualization such as 3D object from the environments and character designs. Furthermore, game also getting influenced with its system which is played by user, and its storytelling as well. The game’s layout (user interface) will categorized as a good one if it match with its theme and being consistent in visual and control. Good game must paying attention with all of those points. The conclusion of this research is to prove if 3D survival horror game visualization in Indonesia can be rated good enough in creative game industries.</em></p><p><em> </em></p><p><strong><em>Keywords:</em></strong></p><p><em>Game, Survival Horror, Visual Research</em></p>


2019 ◽  
Vol 252 ◽  
pp. 03007
Author(s):  
Jakub Smołka ◽  
Kamil Miszta ◽  
Maria Skublewska-Paszkowska ◽  
Edyta Łukasik

Frequently the quality of a path returned by a pathfinding algorithm is more important than the performance of that algorithm. This paper presents a new algorithm, based on A*, which is better suited for use in 3D game engines. The modification was evaluated by a series of comparative tests. The standard A* algorithm was used as a benchmark in the comparisons. The changes in the algorithm consist in using a different heuristic, adding vertex penalties, and post-processing of the path. A custom-built 3D graphics engine was used as the test environment. The paths generated by the new algorithm are a more natural choice for humans than the ones selected by the standard A* algorithm.


Author(s):  
Thomas Opitz ◽  
Carsten Neupert ◽  
Tim Rossner ◽  
Nataliya Stefanova ◽  
Thorsten Meiss ◽  
...  

2021 ◽  
Vol 7 (2) ◽  
pp. 211-214
Author(s):  
Max B. Schäfer ◽  
Bha A. Al-Abboodi ◽  
Peter P. Pott

Abstract In robotic telemanipulation for minimally-invasive surgery, lack of haptic sensation and non-congruent movement of input device and manipulator are major drawbacks. Input devices based on cable-driven parallel mechanisms have the potential to be a stiff alternative to input devices based on rigid parallel or serial kinematics by offering low inertia and a scalable workspace. In this paper, the haptic user interface of a cable-driven input device and its technical specifications are presented and assessed. The haptic user interface allows to intuitively control the gripping movement of the manipulator’s end effector by providing a two-finger precision grasp. By design, the interface allows to command input angles between 0° and 45°. Furthermore, interaction forces from the manipulator’s end effector can be displayed to the user’s twofinger grasp in a range from 0 N to 6 N with a frequency bandwidth of 17 Hz.


2013 ◽  
Vol 29 (7) ◽  
pp. 488-500 ◽  
Author(s):  
Hyung Nam Kim ◽  
Tonya L. Smith-Jackson ◽  
Chang S. Nam

2015 ◽  
Vol 48 (20) ◽  
pp. 201-206 ◽  
Author(s):  
Carsten Neupert ◽  
Sebastian Matich ◽  
Florian Klug ◽  
Andreas Kirschniak ◽  
Peter P. Pott ◽  
...  

Author(s):  
Said-Magomed Sadulaev ◽  
Rudy Lapeer ◽  
Zelimkhan Gerikhanov ◽  
Edward Morris

2019 ◽  
Vol 128 (5) ◽  
pp. 1505-1536 ◽  
Author(s):  
César Roberto de Souza ◽  
Adrien Gaidon ◽  
Yohann Cabon ◽  
Naila Murray ◽  
Antonio Manuel López

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