• Title/Summary/Keyword: Joystick Device

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Design of 2.5D Survival Game using Inventory

  • Kim, Soo Kyun;Kim, Hong-Rae;Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.31-36
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    • 2018
  • The survival game is characterized by the ability to survive until the item is collected and the game is completed at the specified time, and the inventory function to store the item is the core of the game. Typical survival games include 'Don't Starve', 'H1Z1', and 'Lust'. The purpose of this paper is to design a 2.5D survival game that can be enjoyed by the smart device using Unity 3D engine. Because it is designed as a mobile platform, designing light inventory function using two lists rather than existing inventory function makes it easier to design than existing inventory and light design suitable for mobile. In general, it is characterized by designing a mobile game so that it does not depend on the place of the survival game.

The Study on Designing and Making Power Lifting Wheelchair using Mecanum Wheels (메카넘 바퀴를 적용한 리프팅 휠체어의 설계 및 제작에 관한 연구)

  • Jo, Jang-Hyen;Hwang, Byung-Jun
    • Journal of the Korean Society for Precision Engineering
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    • v.28 no.2
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    • pp.211-218
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    • 2011
  • We reported the design, prototype, test drive, and mechanical & electrical engineering analyses of a power-lifting wheelchair using mecanum wheels. Mecanum wheels enable translational and rotational movement of the device in any direction on the ground. The power-lifting capability enables the seated individual to reach the standing height of a non-disabled individual. This mecanum wheelchair is fully controlled by the joystick attached to the armrest. The motion of the wheelchair and lifting action of the seat were studied using statics and dynamics. We believe this mecanum wheelchair is a prime candidate for commercial production.

Development of Robot for the Mechanized Construction of Underwater Harbor (수중항만공사 기계화 시공을 위한 로봇 개발)

  • Park, K.W.;Kim, T.S.;Chung, J.W.;Kim, Y.H.;Lee, M.K.
    • Proceedings of the KSME Conference
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    • 2003.11a
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    • pp.1781-1786
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    • 2003
  • This research develops a robot as the device which constructs underwater harbour. This construction is to build a breakwater, which is dangerous and difficult. The hydraulic parallel mechanism-typed robot is developed to mechanize the construction by operating of a stoneworker (or diver) through a joystick. The six-dof robot is able to carry 2-3 tons' heavy stone and put it on the surface of breakwater. This paper presents the mechanical design of a miniature robot, its control and application for the breakwater construction.

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Laser-recognizable Screen and Gun with Laser Source for Realistic Big Screen First Person Shooters Games (대화면 FPS 게임을 위한 레이저센서기반의 대형스크린과 레이저광원 권총의 설계와 구현)

  • Han, Ngoc-Son;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.481-484
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    • 2008
  • In this paper, we present a new game interface design for First Person Shooters (FPS). Previously, FPS on computer is commonly played using keyboard/mouse or joystick along with PC display. We improve the communication environment between player and game world by means of new control system including large screen and laser gun, which create a real life-like space for players. Because traditional display for FPS uses CRT, it cannot support large screen display due to limitation of CRT technology. We designed and implemented a new input device using laser recognizable display. Results suggest that the combined interface creates a method which helps beginners to enjoy playing a FPS immediately and gives experienced players a new gaming experience.

Development of a Pneumatically Driven 6 DOF Driving Simulator (공기압 구동식 6 DOF 드라이빙 시뮬레이터의 개발)

  • Kim, Geun-Mook;Kang, E-Sok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.12
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    • pp.6090-6097
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    • 2013
  • A pneumatically-driven driving simulator that provides a realistic representation of the driving environment was developed. The motion platform for the driving simulator is a mechatronic device that gives a driver the realistic feeling of an actual vehicle. The cost of the motion platform comprises the largest part of the expenses in developing a driving simulator. In this project, to develop a low-cost motion platform, the self-built motion platform based on the Stewart platform configuration that is constructed by six pneumatic cylinders was used as its actuator. The Stewart platform that moves in response to the operating signals of the joystick showed satisfactory tracking performance. We confirmed the possibility of the driving simulator using rFactor that is a commercially available racing game software.

Control of an Omni-directional Electric Board using Driver Weight Shift (운전자 체중 이동을 이용한 전방향 전동 보드의 제어)

  • Choi, Yong Joon;Ryoo, Jung Rae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.4
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    • pp.149-155
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    • 2016
  • This paper presents a control method of a mecanum wheel-based omni-directional electric board using driver weight shift. Instead of a steering device such as a joystick or a remote controller, 3 degree-of-freedom driving command for translational and rotational motion of the omni-directional electric board is generated from position of center of gravity measured from weight distribution. The weight shifting motion is not only a driving command but also an intuitive motion to overcome inertial forces. The overall control structure is presented with experimental results to prove validity of the proposed method.

Multiple Dimension User Motion Detection System base on Wireless Sensors (무선센서 기반 다차원 사용자 움직임 탐지 시스템)

  • Kim, Jeong-Rae;Jeong, In-Bum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.3
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    • pp.700-712
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    • 2011
  • Due to recently advanced electrical devices, human can access computer network regardless of working location or time restriction. However, currently widely used mouse, joystick, and trackball input system are not easy to carry and they bound user hands exclusively within working space. Those make user inconvenient in Ubiquitous environments.. In this paper, we propose multiple dimension human motion detection system based on wireless sensor networks. It is a portable input device and provides easy installation process and unbinds user hands during input processing stages. Our implemented system is comprised of three components. One is input unit that senses user motions and transmits collected data to receiver. Second is receiver that conveys the received data to application, which runs on server computer. Third is application that performs command operations according to received data. Experiments shows that proposed system accurately detect the characteristics of user arm motions and fully support corresponding input requests.

Impact of the Fidelity of Interactive Devices on the Sense of Presence During IVR-based Construction Safety Training

  • Luo, Yanfang;Seo, JoonOh;Abbas, Ali;Ahn, Seungjun
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.137-145
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    • 2020
  • Providing safety training to construction workers is essential to reduce safety accidents at the construction site. With the prosperity of visualization technologies, Immersive Virtual Reality (IVR) has been adopted for construction safety training by providing interactive learning experiences in a virtual environment. Previous research efforts on IVR-based training have found that the level of fidelity of interaction between real and virtual worlds is one of the important factors contributing to the sense of presence that would affect training performance. Various interactive devices that link activities between real and virtual worlds have been applied in IVR-based training, ranging from existing computer input devices (e.g., keyboard, mouse, joystick, etc.) to specially designed devices such as high-end VR simulators. However, the need for high-fidelity interactive devices may hinder the applicability of IVR-based training as they would be more expensive than IVR headsets. In this regard, this study aims to understand the impact of the level of fidelity of interactive devices in the sense of presence in a virtual environment and the training performance during IVR-based forklift safety training. We conducted a comparative study by recruiting sixty participants, splitting them into two groups, and then providing different interactive devices such as a keyboard for a low fidelity group and a steering wheel and pedals for a high-fidelity group. The results showed that there was no significant difference between the two groups in terms of the sense of presence and task performance. These results indicate that the use of low-fidelity interactive devices would be acceptable for IVR-based safety training as safety training focuses on delivering safety knowledge, and thus would be different from skill transferring training that may need more realistic interaction between real and virtual worlds.

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Helicopter Pilot Metaphor for 3D Space Navigation and its implementation using a Joystick (3차원 공간 탐색을 위한 헬리콥터 조종사 메타포어와 그 구현)

  • Kim, Young-Kyoung;Jung, Moon-Ryul;Paik, Doowon;Kim, Dong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.57-67
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    • 1997
  • The navigation of virtual space comes down to the manipulation of the virtual camera. The movement of the virtual cameras has 6 degrees of freedom. However, input devices such as mouses and joysticks are 2D. So, the movement of the camera that corresponds to the input device is 2D movement at the given moment. Therefore, the 3D movement of the camera can be implemented by means of the combination of 2D and 1D movements of the camera. Many of the virtual space navigation browser use several navigation modes to solve this problem. But, the criteria for distinguishing different modes are not clear, somed of the manipulations in each mode are repeated in other modes, and the kinesthetic correspondence of the input devices is often confusing. Hence the user has difficulty in making correct decisions when navigating the virtual space. To solve this problem, we use a single navigation metaphore in which different modes are organically integrated. In this paper we propose a helicopter pilot metaphor. Using the helicopter pilot metaphore means that the user navigates the virtual space like a pilot of a helicopter flying in space. In this paper, we distinguished six 2D movement spaces of the helicopter: (1) the movement on the horizontal plane, (2) the movement on the vertical plane,k (3) the pitch and yaw rotations about the current position, (4) the roll and pitch rotations about the current position, (5) the horizontal and vertical turning, and (6) the rotation about the target object. The six 3D movement spaces are visualized and displayed as a sequence of auxiliary windows. The user can select the desired movement space simply by jumping from one window to another. The user can select the desired movement by looking at the displaced 2D movement spaces. The movement of the camera in each movement space is controlled by the usual movements of the joystick.

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A Study on the Development of Driving Simulator for Improvement of Unmanned Vehicle Remote Control (무인차량 원격주행제어 신뢰성 향상을 위한 통합 시뮬레이터 구축에 관한 연구)

  • Kang, Tae-Wan;Park, Ki-Hong;Kim, Joon-Won;Kim, Jae-Gwan;Park, Hyun-Chul;Kang, Chang-Keun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.6
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    • pp.86-94
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    • 2019
  • This paper describes the development of unmanned vehicle remote control system which is configured with steering and accelerating/braking hardware to improve the sense of reality and safety of control. Generally, in these case of the remote control system, a joystick-type device is used for steering and accelerating/braking control of unmanned vehicle in most cases. Other systems have been developing using simple steering wheel, but there is no function of that feedback the feeling of driving situation to users and it mostly doesn't include the accelerating/braking control hardware. The technology of feedback means that a reproducing the feeling of current driving situation through steering and accelerating/braking hardware when driving a vehicle in person. In addition to studying feedback technologies that reduce unfamiliarity in remote control of unmanned vehicles, it is necessary to develop the remote control system with hardware that can improve sense of reality. Therefore, in this study, the reliable remote control system is developed and required system specification is defined for applying force-feedback haptic control technology developed through previous research. The system consists of a steering-wheel module similar to a normal vehicle and an accelerating/braking pedal module with actuators to operate by feedback commands. In addition, the software environment configured by CAN communication to send feedback commands to each modules. To verify the reliability of the remote control system, the force-feedback haptic control algorithms developed through previous research were applied, to assess the behavior of the algorithms in each situation.