**3.2 Enhancing the experience with the sense of touch**

In a first generation we started out with the modest beginnings of Pong, a two dimensional simulated table tennis where players were only allowed to move the game-paddle vertically to control a moving dot, or Pac-man which through a maze eats Pac-dots, Tetris and video pinball, video games. Then we moved to a second generation with the Super Mario Brothers where the player controlled Mario in a one-player control based strategy and a second player acted as Mario's brother Luigui in a second controller approach. The game was intended to race through the Mushroom Kingdom, survive the main antagonist Browser's forces and save the princess Toadstool, Wolfenstein 3D, Command and Conquer, Microsoft Flight, then to Quake the first shooter video game which was released on June 1996. The game engine of Quake popularized many advances in the 3D game domain such as polygonal modeling instead of pre-rendered sprites, in addition pre-rendered lightmaps and also allowing end user to partially program the game (QuakeC). Then half-life, World of Warcraft.

In this new era of gaming, we have moved far from the Pong game trend, to more realistic virtual scenarios. Particularly, such perception of reality can be enhanced by the development of computerized games influenced by technology such as haptics to make the entertainment more sophisticated.

The first work on development of haptic devices such as joysticks was carried out at Massachussetts Institute of Technology (MIT) and University of North Carolina at Chapel Hill (UNC), which resulted in a 3-DOF device that simulates an object's inertia and surface texture (Minsky et al. 1990).

Currently, vibration feedback joysticks and steering wheels from companies like Logitech are widely used as input devices in video games. In this sense, haptic research has introduced new forms of complexity in the development of games by emulating the user experience based on this particular bidirectional feedback. Pioneering attempts at introducing modern haptics to gaming include Haptic Battle Pong (Morris et al. 2004), a pong clone with force-feedback that, thru haptics, displays contact between a ball and a paddle using the PHANTOM Omni device (Sensable 2010). The PHANTOM is used to position and orient the paddle and to render the contact between the ball and the paddle as physical forces.

Nilsson and Aamisepp (Nilsson and Aamisepp, 2003) worked on the integration of haptics into a 3D game engine. They have investigated the possibility of adding haptic hardware support to Crystal Space, an open source 3D game engine.

By using existing, well-developed game engine components such as Unity 3D, a scene graph library and physics engine, and augmenting them with the design and implementation of haptic rendering algorithms, it is possible to create a highly useful haptic game development

player's dots evolved into paddles and the game became "ping-pong". One the main developers of this concept was Baer who sold the idea to Magnavox but they first of outrageously priced and poorly advertised at the time that this game had gone almost unnoticed until Magnavox released later on as Odyssey which change dramatically the way

In a first generation we started out with the modest beginnings of Pong, a two dimensional simulated table tennis where players were only allowed to move the game-paddle vertically to control a moving dot, or Pac-man which through a maze eats Pac-dots, Tetris and video pinball, video games. Then we moved to a second generation with the Super Mario Brothers where the player controlled Mario in a one-player control based strategy and a second player acted as Mario's brother Luigui in a second controller approach. The game was intended to race through the Mushroom Kingdom, survive the main antagonist Browser's forces and save the princess Toadstool, Wolfenstein 3D, Command and Conquer, Microsoft Flight, then to Quake the first shooter video game which was released on June 1996. The game engine of Quake popularized many advances in the 3D game domain such as polygonal modeling instead of pre-rendered sprites, in addition pre-rendered lightmaps and also allowing end user to partially program the game (QuakeC). Then half-life, World of

In this new era of gaming, we have moved far from the Pong game trend, to more realistic virtual scenarios. Particularly, such perception of reality can be enhanced by the development of computerized games influenced by technology such as haptics to make the

The first work on development of haptic devices such as joysticks was carried out at Massachussetts Institute of Technology (MIT) and University of North Carolina at Chapel Hill (UNC), which resulted in a 3-DOF device that simulates an object's inertia and surface

Currently, vibration feedback joysticks and steering wheels from companies like Logitech are widely used as input devices in video games. In this sense, haptic research has introduced new forms of complexity in the development of games by emulating the user experience based on this particular bidirectional feedback. Pioneering attempts at introducing modern haptics to gaming include Haptic Battle Pong (Morris et al. 2004), a pong clone with force-feedback that, thru haptics, displays contact between a ball and a paddle using the PHANTOM Omni device (Sensable 2010). The PHANTOM is used to position and orient the paddle and to render the contact between the ball and the paddle as

Nilsson and Aamisepp (Nilsson and Aamisepp, 2003) worked on the integration of haptics into a 3D game engine. They have investigated the possibility of adding haptic hardware

By using existing, well-developed game engine components such as Unity 3D, a scene graph library and physics engine, and augmenting them with the design and implementation of haptic rendering algorithms, it is possible to create a highly useful haptic game development

support to Crystal Space, an open source 3D game engine.

to play games (Kent, 2001).

Warcraft.

entertainment more sophisticated.

texture (Minsky et al. 1990).

physical forces.

**3.2 Enhancing the experience with the sense of touch** 

environment. This can result in a rich environment, which provides players or users with a higher sense of immersion, as well as new and interesting ways to interact with the game environment (Andrews et al. 2006). In addition, this simulated world can be used to do research on applications such as physical rehabilitation, driver training simulations, and more.

There is also a haptic device called HandJive designed for interpersonal entertainment (Fogg et al.1998). The concept is described as a handheld object that fits in one hand and allows remote play through haptic input and output. It communicates wirelessly with similar devices, and provides haptic stimuli. In fact, haptic devices are becoming more accessible to the average computer and console user and will play an important role in providing innovative forms of entertainment. As further evidence, in 2008, Novint Technologies introduced the Novint Falcon device, which is affordable, even for mainstream consumers (Novint 2010). This device is now integrated with several popular video games.
