**6. References**


**Part 4** 

**Haptics and Games** 

214 Haptics Rendering and Applications

The experiment described in this chapter, showed that the use of force and visual stimuli helps to the user to drawn the simple sketches more quickly and with less errors, but more work must be done in order to enable to the interface to understand when and how the feedback stimuli have to be generated, to do it, it would be necessary obtain velocities and forces (magnitude and orientation) of the hand users and develop advanced algorithms that recognize the difference between drawn a primitive element as expert or novice. These algorithms are difficult to develop and possibly the variables to quantify the quality of the

Annelise Mark Pejtersen, J. R. (1997). Ecological Information Systems and Support of

Flach, J. M. (1994). Beyond the servomechanism: Implications of closed-loop, adaptive

Frisoli, A., Prisco, M., Salsedo, F., & Bergamasco, M. (1999). A two degrees-of-freedom

Gopher, D. (2004). Control processes in the formation of task units. *28th International* 

M. Chignell, P., & Takeshit, H. (1999). Human-Computer Interaction: The psychology of

Solis, J., Avizzano, C., & Bergamasco, M. (2002). Teaching to Write Japanese Characters

augmented human behavior. In P. Hancock (A cura di*), Human performance and* 

using an Haptic Interface. In Proceedings of the *10th International Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems*. Orlando, FL.

Haralick, R., & Shapiro, L. (1992). *Computer and Robot Vision* (Vol. I). Addison-Wesley. Jansson, G. J., & Öström, M. (2004). The Effects of Co-location of Visual and Haptic Space on

Learning: Coupling Work Domain Information to user Characteristics. *Handbook of* 

couplings for modeling human-machine systems. *Symposium on Human Interaction* 

planar haptic interface with high kinematic isotropy" Robot and Human Interaction. *8th IEEE International Workshop on Robot and Human Interactive* 

hand movement could be not enough.

*Human-Computer Interaction*. North/Holland.

*Communication*, (p. 297 – 302).

*Congress of Psychology*. Beijing, China.

Norman, D. (1986). *User-centered systems design*. Hillsdale.

Norman, D. (1988). *The design of everyday things*. New York: Basic Books. Pratt, W. (1991). *Digital Image Processing*. John Wiley & Sons, Inc.

Judgments of Form. *EuroHaptics*. McCullough, M. (1999). *Abstracting Craft*. MIT Press.

*Ergonomics*. Academic Press.

*with Complex Systems. North Carolina A&T State University*.

**6. References** 

**11** 

*Canada* 

*University of Ottawa,* 

**The Role of Haptics in Games** 

Mauricio Orozco, Juan Silva, Abdulmotaleb El Saddik and Emil Petriu

Today, playing a video game is a different story than what it was twenty years ago in many senses. Game consoles have steadily gained popularity not only among kids but also among other age groups. For example, today, the Xbox 360 from Microsoft comes with Kinect technology which is based on webcam built in system for users to control and interact with the console without the need for conventional game controller to bring entertainment and playing games to people of all ages. On the other hand electronic gadgets including smart phones have changed the way game controllers, pads, buttons, joy sticks can be used with the incorporation of haptic and sensing technologies. Additionally, impressive graphics and 3D rendering displays are creating virtual environments more realistic which have the potential to capture the gamer's attention all throughout the gaming process. As stated by Jurgelionis and others: "The increasing number of broadband users, and a demand for quality and diversity in entertainment services drives the development of new pervasive entertainment systems" (Jurgelionis et al., 2007). Indeed, they also stated that such

entertainment systems should be accessible without any limits on time and location.

In the real world, people receive and disseminate information in three-dimensional space. Computers, through graphical user interfaces, allow users to perceive an imitated threedimensional world that exists in the real world. Such a virtual world can be enhanced in a more complete imitation of the real space by the introduction of an artificial support technology called haptics. A haptic interface is a device that allows a user to interact with a computer by receiving tactile and force feedback. The interaction can embrace the entire body or only the tip of a finger, giving the user information about the nature of objects inside the world. The introduction of haptics permits one to enhance a vast spectrum of

Currently, haptic research and technology has been focused on designing and evaluating prototypes of different features and capabilities for the use in virtual environments. The evidence is that, some of these prototypes have become commercially available to the market. In that sense, applications of this technology have been invaded rapidly from devices that can interact with sophisticated graphical user interfaces (GUI's), games, multimedia publishing, scientific discovery and visualization, arts and creation, editing sound and images, the vehicle industry, engineering, manufacturing, Tele-robotics and Tele-

operations, education and training, as well as medical simulation and rehabilitation.

**1. Introduction** 

human tasks in a virtual environment.
