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Biosensor Based Video Game Control for Physically Disabled Gamers

[+] Author Affiliations
Jeffrey Breugelmans, Yingzi Lin

Northeastern University, Boston, MA

Paper No. DSCC2011-6000, pp. 65-71; 7 pages
doi:10.1115/DSCC2011-6000
From:
  • ASME 2011 Dynamic Systems and Control Conference and Bath/ASME Symposium on Fluid Power and Motion Control
  • ASME 2011 Dynamic Systems and Control Conference and Bath/ASME Symposium on Fluid Power and Motion Control, Volume 2
  • Arlington, Virginia, USA, October 31–November 2, 2011
  • Conference Sponsors: Dynamic Systems and Control Division
  • ISBN: 978-0-7918-5476-1
  • Copyright © 2011 by ASME

abstract

PC-based video games are commonly controlled through a combination of pointing device and keyboard input. Although this conventional type of interface has a long history of successful implementation, a small group of people remains excluded due to accessibility issues. This is unfortunate, because virtual environment immersion can provide great benefits to people suffering from temporary or permanent physical disabilities. This work describes the development of a novel human-computer interface system that incorporates biosensors in order to replace conventional input devices. It will engage this group of overlooked users by addressing and eliminating the previously mentioned accessibility issues. In this system, the input from an eye-tracking device will be used to replace on-screen pointing, and a data-glove will be used to replace keyboard input for in-game navigation and interaction. It is expected that previously limiting physical conditions will be eliminated by the system’s effective, effortless, and pleasant interaction control implications.

Copyright © 2011 by ASME
Topics: Biosensors

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