A Survey of Haptics in Serious Gaming

This source preferred by Shujie Deng

This data was imported from Scopus:

Authors: Deng, S., Chang, J. and Zhang, J.J.

http://eprints.bournemouth.ac.uk/23453/

Journal: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Volume: 8605

Pages: 130-144

eISSN: 1611-3349

ISSN: 0302-9743

DOI: 10.1007/978-3-319-12157-4_11

© Springer International Publishing Switzerland 2014. Serious gaming often requires high level of realism for training and learning purposes. Haptic technology has been proved to be useful in many applications with an additional perception modality complementary to the audio and the vision. It provides novel user experience to enhance the immersion of virtual reality with a physical control-layer. This survey focuses on the haptic technology and its applications in serious gaming. Several categories of related applications are listed and discussed in details, primarily on haptics acts as cognitive aux and main component in serious games design. We categorize haptic devices into tactile, force feedback and hybrid ones to suit different haptic interfaces, followed by description of common haptic gadgets in gaming. Haptic modeling methods, in particular, available SDKs or libraries either for commercial or academic usage, are summarized. We also analyze the existing research difficulties and technology bottleneck with haptics and foresee the future research directions.

This data was imported from Web of Science (Lite):

Authors: Deng, S., Chang, J. and Zhang, J.J.

http://eprints.bournemouth.ac.uk/23453/

Journal: GAMES AND LEARNING ALLIANCE

Volume: 8605

Pages: 130-144

ISSN: 0302-9743

DOI: 10.1007/978-3-319-12157-4_11

The data on this page was last updated at 04:51 on October 15, 2018.