Smart calibration for video game play by people with a movement impairment.

Smart calibration for video game play by people with a movement impairment.
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针对运动障碍人士玩视频游戏的智能校准。

DOI:
10.1109/iembs.2011.6091663
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发表时间:
2011
期刊:
Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual International Conference
影响因子:
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通讯作者:
Reinkensmeyer,DavidJ
Reinkensmeyer,DavidJ
中科院分区:
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文献类型:
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作者:
Perez,Sergi;Benitez,Raul;Reinkensmeyer,DavidJ

文献摘要

相似文献

有运动障碍的人通常不能以玩现成的视频游戏所需的范围,速度或加速度移动。本文介绍了一种智能校准算法,旨在促进视频游戏的人与运动障碍。该算法通过比较在先前时间段中测量的最大运动范围,然后基于它们的差调整当前所需的运动范围来连续地适配游戏输入设备的校准。在几个简单的基于加速的视频游戏使用任天堂Wiimote的实验中,我们表明,该算法适应校准,让健康的用户玩游戏与他们的全部可用范围的加速度,而不需要一个特殊的校准协议。重要的是,通过在游戏输入设备和游戏控制台之间插入硬件或软件模块,可以在不改变游戏软件的情况下使用这里描述的算法。因此,该算法可以与现成的视频游戏一起使用,而无需更改其源代码。
People with movement impairment often cannot move with the range, speed, or acceleration required to play an off-the-shelf video game. This paper describes a smart calibration algorithm designed to facilitate video game play by people with movement impairment. The algorithm continuously adapts the calibration of the gaming input device by comparing the maximum range of motion measured in previous time periods, then adjusting the current required range of motion based on their difference. In several experiments with simple acceleration-based video games using a Nintendo Wiimote, we show that the algorithm adapts the calibration to allow healthy users to play the game with their full available range of acceleration without need for a special calibration protocol. Importantly, the algorithm described here can be used without altering the game software by inserting a hardware or software module between the gaming input device and the game console. Thus, the algorithm can be used with off-the-shelf video games without altering their source code.