Evaluation of Crosshair-Aided Gyroscope Gamepad Controller

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Abstract

With an ever-increasing number of technological tools and gadgets in our life, people have become familiar with multiple kinds of user interaction interfaces and devices. Day in, day out people interact with various devices that follow different user interaction paradigms, such as when they are using a mobile phone, smart TV or a gaming console. Although these devices have various forms among themselves, the interaction method used to control them can make a significant difference in usability. Gaming consoles have become a huge area of the computer entertainment business in years. With every new generation of gaming consoles, the technologies behind it improve dramatically. Most of the time, the improvements are about the graphics and interaction devices. It can be clearly said that even though the graphics have improved in the last two generations of gaming consoles, the interaction paradigms and approaches were not up to the users’ expectations. This is especially the case for a first-person shooter and real-time strategy (RTS) games. Accordingly, bearing in mind the above as a motivation, the aim of this work is to develop a prototype game controller that will improve the usability and gameplay experience of the first-person shooter games.

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APA

Toktaş, A. O., & Serif, T. (2019). Evaluation of Crosshair-Aided Gyroscope Gamepad Controller. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11673 LNCS, pp. 294–307). Springer. https://doi.org/10.1007/978-3-030-27192-3_23

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