TY - GEN
T1 - Designing WindCage-Unpacking the Thinking and Prototyping a Propeller-Based Haptic Unit
AU - Liu, Kao Hua
AU - Sasaki, Tomoya
AU - Kajihara, Hiroyuki
AU - Hiyama, Atsushi
AU - Inami, Masahiko
AU - Chen, Chien Hsu
N1 - Funding Information:
This work was financially supported by the Hierarchical Green-Energy Materials (Hi-GEM) Research Center, from The Featured Areas Research Center Program within the framework of the Higher Education Sprout Project by the Ministry of Education (MOE) and the Ministry of Science and Technology (MOST 110-2634-F-006 -017) in Taiwan.
Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - The topic of Augmented Reality Enabling Superhuman Sports (ARES) highlights the necessity of applying tangible game objects to achieve rich haptic feedback and realistic interactions. In this paper, we propose WindCage, a tetrakaidecahedron shape propeller-based haptic unit, and its two usages to provide different ways to experience 'holding the wind.' Users are required to execute physical movements and activities during the Superhuman Sports and Serious Game (SSSG) content. However, it is foreseeable that users' physical and cognitive condition varies. Therefore, we iteratively developed the system according to the Inclusive Design methodology to enable the maximum number of users with different abilities to adopt it in various scenarios. We aim to utilize the results to contribute insights into designing game objects in the Superhuman Sports and Serious Game community.
AB - The topic of Augmented Reality Enabling Superhuman Sports (ARES) highlights the necessity of applying tangible game objects to achieve rich haptic feedback and realistic interactions. In this paper, we propose WindCage, a tetrakaidecahedron shape propeller-based haptic unit, and its two usages to provide different ways to experience 'holding the wind.' Users are required to execute physical movements and activities during the Superhuman Sports and Serious Game (SSSG) content. However, it is foreseeable that users' physical and cognitive condition varies. Therefore, we iteratively developed the system according to the Inclusive Design methodology to enable the maximum number of users with different abilities to adopt it in various scenarios. We aim to utilize the results to contribute insights into designing game objects in the Superhuman Sports and Serious Game community.
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U2 - 10.1109/VRW55335.2022.00038
DO - 10.1109/VRW55335.2022.00038
M3 - Conference contribution
AN - SCOPUS:85129617041
T3 - Proceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022
SP - 131
EP - 135
BT - Proceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022
Y2 - 12 March 2022 through 16 March 2022
ER -