2014
DOI: 10.1007/978-3-319-12157-4_11
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A Survey of Haptics in Serious Gaming

Abstract: Abstract. 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 de… Show more

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Cited by 10 publications
(7 citation statements)
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“…Research in haptics has a long tradition and incorporates expertise from various fields such as robotics, psychology, biology and computer science. Haptics also play a role in diverse application domains such as gaming [85], industry [347], education [223] or medicine [73,144,341]. Haptic interactions are based on cutaneous/tactile (i.e.…”
Section: Haptic Interactionmentioning
confidence: 99%
“…Research in haptics has a long tradition and incorporates expertise from various fields such as robotics, psychology, biology and computer science. Haptics also play a role in diverse application domains such as gaming [85], industry [347], education [223] or medicine [73,144,341]. Haptic interactions are based on cutaneous/tactile (i.e.…”
Section: Haptic Interactionmentioning
confidence: 99%
“…To understand how the eSports practitioner makes sense of his or her world, it is central to note that the eSports practitioner does not cease being a subject where tactility is an essential part of 10 For more on the topic of haptic feedback in gaming, see (Chang, 2002;Deng, Chang, & Zhang, 2013). perception during his or her comportment in the virtual world: players still, in some form or other, see and hear the virtual world as something with indirect tactile and physical givenness.…”
Section: Virtual Sensations: Hylementioning
confidence: 99%
“…4 To insist on this is not to dismiss the importance of intellectual acts to esports practices; something especially central when learning how to move and act in the virtual spacesas it is with any desktop system (Slater, 2009). Similar ways of engaging with virtuality have been adopted by other researchers as well, who have likewise explored esports as an embodied phenomenon (Brenda, 2017;Hilvoorde & Pot, 2016;Taylor & Witkowski, 2010;Witkowski, 2012), while others have examined the connection between gaming and embodiment (Deng et al, 2013;Steed et al, 2016;Klevjer, 2012;Farrow & Iacovides, 2013;Gee, 2008;Crick 2011;Black, 2015) as well as the possibility of online embodiment altogether (Osler, 2020;Tietz, 2015). What differentiates this paper from the above body of work is its inclusion of real-life data from virtual experts involved with the actual virtual practices explored and analyzed.…”
Section: Introductionmentioning
confidence: 97%