Context
Interaction of users with virtual worlds in computer games
is usually done through the available hardware devices, which in most cases
are mouse, keyboard, or a joystick.
In some cases the joystick can be an advanced version, providing additional
control elements such as steering wheel or application-dependent
controls.
These devices translate actions by the
user from the real world into actions and events in the virtual world.
One of our interests is to extend the capabilities with which a game
player can interact with the virtual game world, employing
the ways in which the user would interact with his/her
real environment.
This requires to employ additional sensors and link them to
natural interaction paradigms.
Tilt Sensing
We have connected tilt sensors to a laptop computer, using the USB port for
power and data transfer.
The tilt data which are continuously reveived,
are processed using VirtoolsTM,
which provides the platform for physical interaction with virtual devices.
As an example implementation, we have written a board game
in which the user has to balance a rolling ball along a labyrinth.
The sole interaction to move the ball is through tilting the
laptop, which results in virtual gravity forces which act on the ball.
Blowing into Virtual Space
A very direct interaction is to blow onto a virtual object and make
it move through the air flow pressure.
We have developed a prototype of such an interaction, allowing the
user to blow towards the computer screen.
Users who experience this interaction for the first time, are always
surprised and puzzled when they see the virtual object moving as a
consequence of their breath blow onto the screen.
The technical implementation of this interaction does not measure the
actual air pressure, but senses a secondary side effect of the user's
blowing action: the sound which is created when someone blows onto
a microphone.
We assume that the sound level is approximately proportional to the
speed and intensity of the air flow.
The built-in microphone in our demonstration laptop
pics up this sound, and the signal is processed
using VirtoolsTM.
From here, the "force" from the blowing can be applied to any
virtual object, either moving it away, or changing its behavior
(e.g. a virtual flame).
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