SoEs: Attachable Augmented Haptic on Gaming Controller for ...build-in vibration sensor in VIVE...

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SoEs: Attachable Augmented Haptic on Gaming Controller for Immersive Interaction Yang-Sheng Chen National Taiwan University Taipei, 10617, TW [email protected] Yi-Ping Hung National Taiwan University Taipei, 10617, TW [email protected] Ping-Hsuan Han National Taiwan University Taipei, 10617, TW [email protected] Jui-Chun Hsiao National Taiwan University Taipei, 10617, TW [email protected] Paste the appropriate copyright statement here. ACM now supports three different copyright statements: ACM copyright: ACM holds the copyright on the work. This is the historical approach. License: The author(s) retain copyright, but ACM receives an exclusive publication license. Open Access: The author(s) wish to pay for the work to be open access. The additional fee must be paid to ACM. This text field is large enough to hold the appropriate release statement assuming it is single spaced. Every submission will be assigned their own unique DOI string to be included here. Abstract We present SoEs (Sword of Elements), an attachable augmented haptic device for enhancing gaming controller in the immersive first-person game. Generally, players can easily receive visual and auditory feedback in virtual world. However, the tactile feedback is less than those feedbacks. Although some gaming controllers can provide tactile feedback by vibration sensors, the haptic feedback is much more complicated. Our key idea is to provide a low-cost approach to simulate the haptic feedback of player manipulation in the immersive environment. Eventually, the game makers could utilize the attachable device into their games for providing haptic feedback. Author Keywords Augmented Haptic; Haptic Feedback; Immersive Game; Game Controller; Virtual Reality. Introduction Virtual Reality (VR) is an emerging field due to its powerful immersive feeling. To enhance the player experience in immersive game in the state of art, haptic feedback is one of the key feedbacks. To create a various and low-cost haptic feedback device, many works have influenced our prototyping. Annexing Reality [4] and Haptic Retargeting [1] provide a prop-based feedback for virtual object. Both design only provide a static tangible

Transcript of SoEs: Attachable Augmented Haptic on Gaming Controller for ...build-in vibration sensor in VIVE...

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SoEs: Attachable AugmentedHaptic on Gaming Controller forImmersive Interaction

Yang-Sheng ChenNational Taiwan UniversityTaipei, 10617, [email protected]

Yi-Ping HungNational Taiwan UniversityTaipei, 10617, [email protected]

Ping-Hsuan HanNational Taiwan UniversityTaipei, 10617, [email protected]

Jui-Chun HsiaoNational Taiwan UniversityTaipei, 10617, [email protected]

Paste the appropriate copyright statement here. ACM now supports threedifferent copyright statements:• ACM copyright: ACM holds the copyright on the work. This is the historicalapproach.• License: The author(s) retain copyright, but ACM receives an exclusivepublication license.• Open Access: The author(s) wish to pay for the work to be open access.The additional fee must be paid to ACM.This text field is large enough to hold the appropriate release statementassuming it is single spaced.Every submission will be assigned their own unique DOI string to be includedhere.

AbstractWe present SoEs (Sword of Elements), an attachableaugmented haptic device for enhancing gaming controllerin the immersive first-person game. Generally, players caneasily receive visual and auditory feedback in virtual world.However, the tactile feedback is less than those feedbacks.Although some gaming controllers can provide tactilefeedback by vibration sensors, the haptic feedback is muchmore complicated. Our key idea is to provide a low-costapproach to simulate the haptic feedback of playermanipulation in the immersive environment. Eventually,the game makers could utilize the attachable device intotheir games for providing haptic feedback.

Author KeywordsAugmented Haptic; Haptic Feedback; Immersive Game;Game Controller; Virtual Reality.

IntroductionVirtual Reality (VR) is an emerging field due to itspowerful immersive feeling. To enhance the playerexperience in immersive game in the state of art, hapticfeedback is one of the key feedbacks. To create a variousand low-cost haptic feedback device, many works haveinfluenced our prototyping. Annexing Reality [4] andHaptic Retargeting [1] provide a prop-based feedback forvirtual object. Both design only provide a static tangible

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interface for user which use real physical object tosimulate the tactile sensation of the virtual object.Additionally, OoEs [3] uses an orb-form feedback systemwhich could provide four kinds of active tactile sensationto simulate nature element in the immersive game. Thoseworks make prop-based approaches very stationary andnot universally usable. TurkDeck [2] have shown anotherpotential approach by scaling prop-based virtual realitythrough physical labor. Lopes et al. [6] proposed Impactowhich uses a wearable device to simulate the physicalimpact by combing tactile stimulation with electricalmuscle stimulation. Po2 [5] uses gloves to provide anillusion tactile feedback between hands. Although bothwearable devices can provide augmented haptic, player hasto wear something which is not usually wear it. In thiswork, we present an attachable augmented haptic devicefor enhancing gaming controller, which is usually includedin a HMD set.

Figure 1: Hardware Design of SoEs: (a) an attachable case ongaming controller, (b) motor module, (c) electronic fanmodule and (d) thermal module.

implementationThe concept of the device is to design an attachable casefor a controller(VIVE for this case). To combine hapticfeedbacks and remote-controlled function, SoEs mainlyconsists of four parts of hardware modules on anattachable case: (1) Arduino Nano, (2) multiple tactile

modules, (3) Bluetooth and (4) 12V Battery. Beside thebuild-in vibration sensor in VIVE controller, for providing amultisensory interactive gameplay, we combine other threemodules (Figure 1). So, the player can receive four kindsof tactile sensation.

Applications: Immersive Adventure GameWe develop an immersive VR game with augmentedhaptic. In the first phase of game, we simulate the processof making arrow step by step. Player will receive variantcombination of haptic feedback in the process such asstriking the heated iron could feel the heat and reactionforce, quenching the iron into a water sink could feel thevapor, and polishing the iron on the grinding wheel whichcould feel the continues of reaction force. In the secondphase, the player can receive the continues of reactionforce when he pulls an arrow back on his longbow. Afterthe player releases the arrow, he will receive a small windcaused by the flying arrow.

Figure 2: Scenarios of multisensory interactive gameplaythrough immersive gaming controller

DISCUSSION AND FUTURE WORKIn this work, we provide an attachable solution to enhancethe player experience in the immersive game withaugmented haptic. Players can receive wind, thermal andcentrifugal force feedback additionally. Our future workwill gather the user feedback to inform researchers, gamemakers and practitioners the playful uses of thistechnology.

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References[1] Azmandian, Mahdi, e. a. Haptic retargeting: Dynamic

repurposing of passive haptics for enhanced virtualreality experiences. ACM CHI 16 (2016).

[2] Cheng, Lung-Pan, e. a. Turkdeck: Physical virtualreality based on people. ACM UIST 15 (2015).

[3] Han, Ping-Hsuan, e. a. Ooes: Playing in theimmersive game with augmented haptics. ACMSIGGRAPH 16 VR Village (2016).

[4] Hettiarachchi, A., and Wigdor, D. Annexing reality:Enabling opportunistic use of everyday objects as

tangible proxies in augmented reality. ACM CHI 16(2016).

[5] Israr, Ali, e. a. Po2: augmented haptics for interactivegameplay. ACM SIGGRAPH15 Emerging Technologies(2015), 21.

[6] Lopes, Pedro, A. I., and Baudisch, P. Impacto:Simulating physical impact by combining tactilestimulation with electrical muscle stimulation. ACMUIST 15 (2015).