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2022 ◽  
Vol 4 (1) ◽  
Author(s):  
Fatima Isiaka ◽  
Zainab Adamu ◽  
Muhammad A. Adamu

The paper seeks to demonstrates the likelihood of embedding a 3D gaze point on a 3D visual field, the visual field is inform of a game console where the user has to play from one level to the other by overcoming obstacles that will lead them to the next level. Complex game interface is sometimes difficult for the player to progress to next level of the game and the developers also find it difficult to regulate the game for an average player. The model serves as an analytical tool for game adaptations and also players can track their response to the game. Custom eye tracking and 3D object tracking algorithms were developed to enhance the analysis of the procedure. This is a part of the contributions to user interface design in the aspect of visual transparency. The development and testing of human computer interaction uses and application is more easily investigated than ever, part of the contribution to this is the embedding of 3-D gaze point on a 3-D visual field. This could be used in a number of applications, for instance in medical applications that includes long and short sightedness diagnosis and treatment. Experiments and Test were conducted on five different episodes of user attributes, result show that fixation points and pupil changes are the two most likely user attributes that contributes most significantly in the performance of the custom eye tracking algorithm the study. As the advancement in development of eye movement algorithm continues user attributes that showed the least likely appearance will prove to be redundant.


Author(s):  
Azrulhizam Shapii

Traditional rehabilitation is a tedious process which is reducing the patients' motivation to perform rehabilitation exercises. Therefore, patients need a program that can entice them to do rehabilitation exercises at home. This research aims to identify the game's needs based on the traditional rehabilitation, design a prototype of a recovery game based on traditional rehabilitation, and test the effectiveness of the rehabilitation game. There are two different game types in this rehabilitation game, with three different movement types used to interact. The prototype developed based on four elements, which are the elements of rehabilitation game, type of movement rehabilitation exercises, technology constraints faced by post-stroke patients, and the basic principle of interface design. Because of patients face physical constraints, Kinect was used in this game to interact with. Using Kinect, the patient is not bound to any device to interact with the game. The game also introduces a social background that encourages patients to have a friend to play either through competition or cooperation.By evaluating by observation and interviews, the game was accepted by post-stroke patients and their family members. They also provide a suggestion for improvement in the future. The contribution of this research is to measure whether the Kinect game console and this game can help patients do additional recovery exercises at home without the supervision of the therapist


2021 ◽  
Vol 5 (2) ◽  
pp. 58-64
Author(s):  
Dodick Zulaimi Sudirman ◽  
Yaya Heryadi ◽  
Harco Leslie Hendric Spits Warnars ◽  
Benfano Soewito ◽  
Ford Lumban Gaol ◽  
...  

Despite having many advances in video game control such as voice or gesture control, most video game console manufacturers still use a joystick as the main control for their console. Currently, the problem with video game manufacturers is that instead of using the joystick as the point of user interface design, they instead used a design from another device such as a computer or tv. The research will compare Xbox One and Steam OS user interface by using KLM-GOMS Model. Based on the calculation it is concluded that the overall Xbox One has a more efficient design compared to Steam.


2021 ◽  
Vol 6 (1) ◽  
pp. 1-6
Author(s):  
Ida Bagus Kerthyayana Manuaba

Access to the internet and the advanced of technology allow people to experience in playing a game, not limited to their game console or through a PC, but also through their gadget like mobile-phones. Based on our initial study, a text-based game prototype has shown its potentiality as an alternative media to enhance youth literacy. The prototype has been developed in web-based platform that allow users to play this game through their mobile-phone. This paper describes an extend study to explore on how well the performance of text- based game prototype, when it was run online through a mobile device. For this purpose, a testing tool, named “GTmetrix” is used to review the performance of mobile device that run two different text-based game prototype platforms, which are Quest and Ink Platforms. For further comparison, this paper also included additional test scenario to see the performance of these two prototype platforms through a desktop device. These testing was conducted through different mobile network speeds (2G/3G/4G). Two different test approaches, PageSpeed and YSlow, were used to analyze the performance. Based on the results, it can be concluded that both prototype platforms are still compatible to be played through mobile devices, with Ink platform perform slightly better compare to the Quest platform in several test setting.


Author(s):  
Lisa Rebenitsch ◽  
Delaina Engle

Abstract Locomotion in virtual environments presents challenges due to the discrepancy between the virtual and the real-world space. Teleportation has been suggested for rapid transit and low cybersickness. However, users often find the method disorienting and difficult over short distances. This is problematic in many gaming scenarios where moderate distances are common. We examined three methods of self-directed, steering locomotion for short to mid-range distances. The methods were pointing, head, and semi-decoupled head and controller. The decoupled method was to explore if game console navigation would be preferred due to familiarity. The experiment focused on user preference and accuracy and had 19 participants. We anticipated that more intuitive methods would be preferred. The pointing method had the greatest impact on accuracy. History of motion sickness susceptibility and prior use of video games did not affect preference with participants favoring the pointing method twice as often over the head method and with none preferring the semi-decoupled method. The pointing method also had lower average illness scores, although not statistically significant. The results suggest that pointing provides an accurate method of locomotion while also being a lower cybersickness option for steering navigation.


2021 ◽  
Vol 25 (2) ◽  
pp. 22-26
Author(s):  
Jasper de Winkel ◽  
Vito Kortbeek ◽  
Josiah Hester ◽  
Przemysław Pawełczak

Any future mobile electronic device with which a user interacts (smartphone, hand-held game console) should not pollute our planet. Consequently, designers need to rethink how to build mobile devices with fewer components that negatively impact the environment (by replacing batteries with energy harvesting sources) while not compromising the user experience quality. This article addresses the challenges of battery-free mobile interaction and presents the first battery-free, personal mobile gaming device powered by energy harvested from gamer actions and sunlight. Our design implements a power failure resilient Nintendo Game Boy emulator that can run off-the-shelf classic Game Boy games like Tetris or Super Mario Land. Beyond a fun toy, our design represents the first battery-free system design for continuous user attention despite frequent power failures caused by intermittent energy harvesting.


2021 ◽  
Author(s):  
Fadel Mohammad Farma ◽  
Kevinaldo Barevan ◽  
Ibrahim Tarigan ◽  
Riri Fitri Sari

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