Title
Smart Calibration For Video Game Play By People With A Movement Impairment
Abstract
People with movement impairment often cannot move with the range, speed, or acceleration required to play an off-the-shelf video game. This paper describes a smart calibration algorithm designed to facilitate video game play by people with movement impairment. The algorithm continuously adapts the calibration of the gaming input device by comparing the maximum range of motion measured in previous time periods, then adjusting the current required range of motion based on their difference. In several experiments with simple acceleration-based video games using a Nintendo Wiimote, we show that the algorithm adapts the calibration to allow healthy users to play the game with their full available range of acceleration without need for a special calibration protocol. Importantly, the algorithm described here can be used without altering the game software by inserting a hardware or software module between the gaming input device and the game console. Thus, the algorithm can be used with off-the-shelf video games without altering their source code.
Year
DOI
Venue
2011
10.1109/IEMBS.2011.6091663
2011 ANNUAL INTERNATIONAL CONFERENCE OF THE IEEE ENGINEERING IN MEDICINE AND BIOLOGY SOCIETY (EMBC)
Keywords
Field
DocType
estimation,range of motion,calibration,games,input device,acceleration,algorithm design and analysis,source code,algorithm design
Calibration algorithm,Software modules,Algorithm design,Computer science,Source code,Simulation,Software,Acceleration,Calibration,Input device
Conference
Volume
ISSN
Citations 
2011
1557-170X
1
PageRank 
References 
Authors
0.36
2
3
Name
Order
Citations
PageRank
Perez Sergi110.36
Raul Benitez272.98
David J Reinkensmeyer3257.15