SPR1NG Controller: A Human-Computer Interface for Virtual Environments and Mechatronics

SPR1NG Controller: A Human-Computer Interface for Virtual Environments and Mechatronics

DOI: 10.4018/978-1-6684-9166-9.ch010
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Abstract

A new bimanual interface for kinesthetic manipulation of virtual and real objects, designed as a controller for game-based applications, training-simulations, VR/AR, and mechatronics is presented. The interface combines haptic force feedback with hand- and wrist-driven motion, and biometric feedback, being built around a spring placed between two handles. Its design introduces new degrees of freedom (DOF) in spatial motion control, and features a new hands-linked paradigm, where the spring embodies the physicality of the virtual or real object to be manipulated. The user of the SPR1NG Controller feels as if he/she is actually holding and manipulating three-dimensional objects, where changes in the shape of the spring are intuitively translated into the motion and physical modification of those objects. An example of a serious game software application, Shape Fitter, is described to showcase the new interface and its ability to foster creative game design that promotes decision-making.
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Introduction

The study of the integration of haptic systems into serious games has shown that it offers the potential to enhance realism and fosters a more immersive experience, introducing additional sensory dimensions that contribute to heightened levels of engagement (Deng et al., 2013).

Figure 1.

SPR1NG controller

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In serious games, one of the primary benefits of haptics is its ability to reinforce learning concepts. Haptic feedback provides users with tangible and interactive cues that enhance their understanding and retention of information. By associating specific haptic sensations with key actions, users receive immediate and intuitive feedback that reinforces their learning process (Rodrigues et al., 2014). Moreover, haptics can be employed to represent abstract concepts that are difficult to convey through visual or auditory means alone. By assigning unique haptic cues to abstract concepts or data patterns, users can establish a stronger connection between the haptic feedback and the corresponding data, leading to enhanced comprehension and retention (Maggioni et al., 2017). This approach proves particularly useful in scientific or mathematical serious games, where haptics can represent data trends, mathematical relationships, or scientific phenomena.

Decision-making capabilities stem from acquired skills, which result from, and are inherently tied with experiential learning and the assimilation of knowledge through direct experience and reflection. These fundamental skills can be greatly enhanced through the incorporation of haptics in serious games (April et al., 2012).

Haptic feedback adds a tangible and sensory dimension to the learning experience, allowing users to engage in realistic and immersive simulations. Another significant aspect of haptics in facilitating learning outcomes is its ability to promote user engagement and motivation. The tactile and immersive nature of haptic feedback captures users' attention and creates a sense of presence within the game environment (Lontschar et al., 2020). This heightened level of engagement contributes to increased motivation and active participation in the learning process. Furthermore, haptics can be leveraged to create engaging and challenging gameplay experiences. By integrating haptic feedback that dynamically responds to users' actions and progress, serious games can provide a more interactive and personalized learning environment (Richard et al., 2020).

The simulation and control of objects in virtual, augmented, or real environments is deepened through haptics (Hou et al., 2014), and the sense of immersion is considerably enriched with the use of hardware devices that integrate it. The depth of immersion can be further achieved if haptics is combined with other cognitively strong data inputs. The SPR1NG Controller offers force resistance and vibrational haptics alongside high-granularity spatial motion and biofeedback. These two additional streams of data are meant to work seamlessly with the haptics elements of the spring-based, electro-mechanical nature of this bimanual interface, prompting new ideas and solutions in game design and mechatronics.

Key Terms in this Chapter

Mechatronics: Multidisciplinary field that combines mechanical engineering, electronics, and computer science to design and create intelligent systems that integrate mechanical components, electronics, and control algorithms.

Kinesthetic: Refers to the sensory modality related to bodily movement, muscular activity and the sense of body position and motion.

API: Application Programming Interface, which is a set of rules and protocols that allows different software applications to communicate and interact with each other.

Taptic: A term coined by Apple that refers to their proprietary haptic feedback technology, specifically used in their devices such as iPhones, Apple Watches, and other products.

VLE: Virtual Learning Environment is an online platform that facilitates the delivery of educational and training materials, collaboration, and interaction between students and instructors in a virtual environment.

Biofeedback: Is a technique that involves using sensors to measure and provide real-time information about emotional and physiological processes in humans.

DOF: Stands for Degrees of Freedom, which refers to the number of independent parameters or variables that define the position or motion of an object or system in space.

Proprioceptive: Akin to kinaesthetic but extends to incorporate other sensory inputs related to body position and spatial awareness.

3D Unity: Cross-platform game development engine that provides tools and a framework for creating and deploying interactive 3D experiences across various devices and platforms.

Haptics: The technology and the study of vibrations, force and touch, to provide users a realistic and immersive experience in virtual environments and better human-computer interaction.

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