It's Not the Model That Doesn't Fit, It's the Controller! the Role of Cognitive
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Albere Albe 1
a b 1 ALBERE ALBERE ALBERE ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH PRODUCT-LIST 2020 All Products Excluding Shipping Fees TM Price per Unit (or otherwise explained) 2 In Euro albere TM albere TM albereGamepads ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH a b 1 ALBERE ALBERE ALBERE ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH ID CATEGORY TITLE TM 2 albere TM albere TM albere ALBERE ELECTRONICS GmbH GAMEPADS Lanjue USB GamePad 13001-S (PC) ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH GAMEPADS Tracer Gamepad Warrior PC GAMEPADS VR Bluetooth Gamepad White GAMEPADS Esperanza Vibration Gamepad USB Warrior PC/PS3 GAMEPADS Gembird JPD-UDV-01 GAMEPADS Competition PRO Powershock Controller (PS3/PC) GAMEPADS PDP Rock Candy Red GAMEPADS PC Joystick USB U-706 GAMEPADS Konix Drakkar Blood Axe GAMEPADS Gembird USB Gamepad JPD-UB-01 GAMEPADS Element GM-300 Gamepad GAMEPADS Intex DM-0216 GAMEPADS Esperanza Corsair Red GAMEPADS Havit HV-G69 GAMEPADS Nunchuck Controller Wii/Wii U White GAMEPADS Esperanza Fighter Black GAMEPADS Esperanza Fighter Red GAMEPADS VR Bluetooth Gamepad 383346582 GAMEPADS 744 GAMEPADS CO-100 GAMEPADS Shinecon SC-B01 GAMEPADS Gamepad T066 GAMEPADS Media-Tech MT1506 AdVenturer II GAMEPADS Scene It? Buzzers XBOX 360 Red GAMEPADS Media-Tech MT1507 Corsair II Black GAMEPADS Esperanza EGG107R Black/Red GAMEPADS Esperanza Wireless Gladiator Black GAMEPADS 239 GAMEPADS PowerWay USB GAMEPADS Nunchuck Controller Wii/Wii U Red GAMEPADS Powertech BO-23 -
Effects of Control Device and Task Complexity on Performance and Task Shedding During a Robotic Arm Task
Old Dominion University ODU Digital Commons Psychology Theses & Dissertations Psychology Spring 2019 Effects of Control Device and Task Complexity on Performance and Task Shedding During a Robotic Arm Task Shelby K. Long Old Dominion University, [email protected] Follow this and additional works at: https://digitalcommons.odu.edu/psychology_etds Part of the Applied Behavior Analysis Commons, Human Factors Psychology Commons, and the Robotics Commons Recommended Citation Long, Shelby K.. "Effects of Control Device and Task Complexity on Performance and Task Shedding During a Robotic Arm Task" (2019). Master of Science (MS), Thesis, Psychology, Old Dominion University, DOI: 10.25777/yh1y-0016 https://digitalcommons.odu.edu/psychology_etds/231 This Thesis is brought to you for free and open access by the Psychology at ODU Digital Commons. It has been accepted for inclusion in Psychology Theses & Dissertations by an authorized administrator of ODU Digital Commons. For more information, please contact [email protected]. EFFECTS OF CONTROL DEVICE AND TASK COMPLEXITY ON PERFORMANCE AND TASK SHEDDING DURING A ROBOTIC ARM TASK by Shelby K. Long B.S. December 2013, Georgia Institute of Technology A Thesis Submitted to the Faculty of Old Dominion University in Partial Fulfillment of the Requirements for the Degree of MASTER OF SCIENCE PSYCHOLOGY OLD DOMINION UNIVERSITY May 2019 Approved by: James P. Bliss (Director) Yusuke Yamani (Member) Xiaoxiao Hu (Member) ABSTRACT EFFECTS OF CONTROL DEVICE AND TASK COMPLEXITY ON PERFORMANCE AND TASK SHEDDING DURING A ROBOTIC ARM TASK Shelby K. Long Old Dominion University, 2019 Director: Dr. James P. Bliss The use of robotic arms across domains is increasing, but the relationship between control features and performance is not fully understood. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Motion Controller (Model CECH-ZCM1U)
Increase the separation between the equipment and receiver. Checking the version of the PS3™ system software Hints Connect the equipment into an outlet on a circuit different from that to which the receiver is connected. To use the motion controller, the PS3™ system software must be version 3.70 or later. You can If you press and hold the T button, you can move the motion controller to navigate the XMB™ Consult the dealer or an experienced radio/TV technician for help. check the system software version by selecting (Settings) (System Settings) menu. Press the Move button or button to select an item. [System Information] on the XMB (XrossMediaBar) menu of the PS3™ system. If you press and hold down the PS button for at least one second, you can check the assigned You are cautioned that any changes or modifications not expressly approved by the party responsible for ™ controller number on the screen. compliance could void the user's authority to operate the equipment. Pairing the motion controller and the PS3™ system To quit a game, press the PS button on the motion controller, and then select (Game) (Quit Game). For assistance with this product, visit www.us.playstation.com or call SCEA Consumer Services at Before using the motion controller, you must first register or "pair" the motion controller and 1-800-345-7669. the PS3™ system. You only need to do this the first time you use the motion controller. Adjusting the motion controller’s settings 1 Turn on the PS3™ system. You can change settings for the motion controller by selecting (Settings) (Accessory Declaration of Conformity PlayStation Move motion controller / 2 Connect the motion controller to the PS3™ system using a USB cable. -
Who Wants to Be a Gamer?
M Com Industry Reports Vol. 2017 Issue 1 Who Wants to be a Gamer? Who Wants to be a Gamer? Nintendo Switch, the PlayStation 4, and the Aaron Taylor April 10, 2017 Xbox One S. Though the decision of which to purchase can be very difficult for new or Everyone has a favorite hobby. Some branching-out gamers to make, an analysis people love sports, some painting, some of the overall trends of sales for consoles hiking, some music, etc. One potential and games by these companies may make struggle within any hobby, however, is this decision easier. Three methods of sales knowing where to start, or what to change analysis may be done in order to help when looking for new experiences. This determine which console to purchase: struggle is just as challenging as it is for any hardware sales, software sales, and sales other hobby as it is for video gaming. according to the tie-ratio. Though the industry is declining slightly, as Hardware can be seen by the closing down of 150 GameStop stores in America, many gaming Analyzing the volume of consoles sold platforms are still widely popular and historically can help predict overall console available to those wanting to play video sales for the future. If one console in the games.1 One may use a smartphone, a past sold more than another, the likelihood handheld console, a home console, or even a virtual reality console. Of all the many options, one of the most common choices is a home console. However, even within the subcategory of home consoles there are many consoles to choose from. -
City Research Online
City Research Online City, University of London Institutional Repository Citation: Hadjiminas, N. and Child, C. H. T. (2012). Be The Controller: A Kinect Tool Kit for Video Game Control - Recognition of Human Motion Using Skeletal Relational Angles. Paper presented at the 5th Annual International Conference On Computer Games, Multimedia And Allied Technology (CGAT 2012), 2012, Bali, Indonesia. This is the unspecified version of the paper. This version of the publication may differ from the final published version. Permanent repository link: https://openaccess.city.ac.uk/id/eprint/2996/ Link to published version: Copyright: City Research Online aims to make research outputs of City, University of London available to a wider audience. Copyright and Moral Rights remain with the author(s) and/or copyright holders. URLs from City Research Online may be freely distributed and linked to. Reuse: Copies of full items can be used for personal research or study, educational, or not-for-profit purposes without prior permission or charge. Provided that the authors, title and full bibliographic details are credited, a hyperlink and/or URL is given for the original metadata page and the content is not changed in any way. City Research Online: http://openaccess.city.ac.uk/ [email protected] Be The Controller: A Kinect Tool Kit for Video Game Control Recognition of human motion using skeletal relational angles Nicholas Hadjiminas Christopher Child Department of Computing, Department of Computing, School of Informatics, City University School of Informatics, City University London, United Kingdom London, United Kingdom [email protected] [email protected] Abstract — As technology evolves, more interactive video game industry by storm becoming a prerequisite for new generation controllers are being developed in order to provide players with game consoles [1]. -
Virtual Reality Controllers
Evaluation of Low Cost Controllers for Mobile Based Virtual Reality Headsets By Summer Lindsey Bachelor of Arts Psychology Florida Institute of Technology May 2015 A thesis Submitted to the College of Aeronautics at Florida Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science In Aviation Human Factors Melbourne, Florida April 2017 © Copyright 2017 Summer Lindsey All Rights Reserved The author grants permission to make single copies. _________________________________ The undersigned committee, having examined the attached thesis " Evaluation of Low Cost Controllers for Mobile Based Virtual Reality Headsets," by Summer Lindsey hereby indicates its unanimous approval. _________________________________ Deborah Carstens, Ph.D. Professor and Graduate Program Chair College of Aeronautics Major Advisor _________________________________ Meredith Carroll, Ph.D. Associate Professor College of Aeronautics Committee Member _________________________________ Neil Ganey, Ph.D. Human Factors Engineer Northrop Grumman Committee Member _________________________________ Christian Sonnenberg, Ph.D. Assistant Professor and Assistant Dean College of Business Committee Member _________________________________ Korhan Oyman, Ph.D. Dean and Professor College of Aeronautics Abstract Title: Evaluation of Low Cost Controllers for Mobile Based Virtual Reality Headsets Author: Summer Lindsey Major Advisor: Dr. Deborah Carstens Virtual Reality (VR) is no longer just for training purposes. The consumer VR market has become a large part of the VR world and is growing at a rapid pace. In spite of this growth, there is no standard controller for VR. This study evaluated three different controllers: a gamepad, the Leap Motion, and a touchpad as means of interacting with a virtual environment (VE). There were 23 participants that performed a matching task while wearing a Samsung Gear VR mobile based VR headset. -
The Racialized Experiences of Video Games
The Racialized Experiences of Video Games Mario Venegas: McNair Scholar Dr. Arthur Scarritt: Mentor Sociology Abstract This research explores the ways different people experience the racial content of video games. Building on DeVane and Squire, this research speaks to content analyses literature that shows games as modern minstrelsies. Using Bonilla-Silva’s definition of Racial Ideology in conjunction with Winddance-Twine’s concept of Racial Literacy, I examined racial ideology and its role as an interpretative framework. I also used Bourdieu's notion of cultural capital to account for video game cultural knowledge. Data were collected through personal interviews where participants played the video game Grand Theft Auto: The Ballad of Gay Tony for 30-50 minutes. A sample of 31 participants covering variation in gender, gaming experience, and race answered questions assessing their racial ideology, then played the game introduction, and finally, answered questions assessing interpretations of game content. Racially aware people with little gaming experience echoed the content analysis minstrelsy findings while colorblind racist non-gamers believed the content accurately represented the world. However, deeper familiarity with gaming and other mass media opened up a new interstitial space for challenging the racial status quo. Racially aware gamers saw the franchises as lampooning the shallow stereotypes in mainstream society. More importantly, with a more sophisticated media context, many colorblind racist gamers also saw racial representations as intentionally offensive. Gamers herein create inventive, non-threatening, but meaningful ways to address racialization across a spectrum of racial literacies. As a result, content analyses need a richer understanding of the experiences of video games for consumers. -
The Antecedents of Interactive Loyalty
Online Journal of Communication and Media Technologies Volume: 6 – Issue: 2 April - 2016 The Antecedents of Interactive Loyalty Anthony Palomba, University of Florida, USA Abstract Brand loyalty towards video game consoles may have several antecedents. Gender, genre of video games and network externality may impact brand loyalty, mediated by perceptions of video game console brand personalities. This study investigated these relationships by conducting a principal component factor analysis and testing a structural equation model. The seventh generation of video game consoles was selected as the focal concept. The video game consoles examined included Nintendo’s Wii, Microsoft’s XBOX 360 and Sony’s PlayStation 3. The findings suggest that consumers perceive all video game consoles as competent in nature, and that genre has a tremendous impact upon brand loyalty, perceptions of brand personality as well as network externality. For brand managers and industry practitioners, this study provides demonstrates which variables may influence how consumers create brand personalities of video game consoles and cultivate loyalty toward them. This also furthers and introduces the concept of brand relationship theory into the video game industry. Keywords: video games, brand management, brand loyalty © Online Journal of Communication and Media Technologies 107 Online Journal of Communication and Media Technologies Volume: 6 – Issue: 2 April - 2016 Introduction As consumers interact and engage video game consoles, which may be defined as stationary video game devices that rely on a connection to a television screen, they may cultivate a relationship with them, and realize certain brand personality traits from them. It has been found that consumers possess individual as well as aggregate video game console brand personality perceptions, which are defined as the consumers’ commonly perceived brand personality traits across all seventh generation video game consoles (Palomba, 2014). -
Dreamcast Fighting
MKII TOURNAMENT ANIMAL CROSSING We continue our Mortal Kombat II CHRONICLES throwdown with the second round of analysis, video and more. Join us as we walk through the days with Samus as she lives her life in the town of Tokyo. PAGE 20 PAGE 37 YEAR 04, NO. 14 Second Quarter 2011 WWW.GAMINGINSURRECTION.COM DREAMCAST FIGHTING GAMES GI SPOTLIGHTS SEGA’S FALLEN VERSUS COMBAT MACHINE contents Columns Features Usual Suspects The Cry of War…....….......….3 Dreamcast fighting games …….4-15 Ready, set, begin ……... 16-19 From the Dungeon…...........3 Mortal Kombat II tournament ..20-24 Retrograde ….………….. 25-28 Beat.Trip.Game. .. .. .. .3 The Strip …....…….…..….29-31 Strip Talk ……………...........29 Online this quarter ….……..32 Otaku ………..…….............30 Retro Game Corner …...34-36 Torture of the Quarter …...36 Animal Crossing Chronicles …………………….….....…37-39 staff this issue Lyndsey Mosley Lyndsey Mosley, an avid video gamer and editor–in-chief journalist, is editor-in-chief of Gaming Insurrection. Mosley wears quite a few hats in the production process of GI: Copy editor, writer, designer, Web designer and photographer. In her spare time, she can be found blogging and watch- ing a few TV shows such as Mad Men, The Guild and Sim- ply Ming. Lyndsey is a copy editor and page designer in the newspaper industry and resides in North Carolina. Editor’s note: As we went to press this quarter, tragedy struck in Japan. Please con- sider donating to the Red Cross to help earthquake and tsunami relief efforts. Thank you from all of the Gaming Insurrection staff. CONTACTCONTACTCONTACT:CONTACT: [email protected] Jamie Mosley is GI’s associate Jamie Mosley GAMING editor. -
Investigating Midair Virtual Keyboard Input Using a Head Mounted Display
Michigan Technological University Digital Commons @ Michigan Tech Dissertations, Master's Theses and Master's Reports 2018 INVESTIGATING MIDAIR VIRTUAL KEYBOARD INPUT USING A HEAD MOUNTED DISPLAY Jiban Krishna Adhikary Michigan Technological University, [email protected] Copyright 2018 Jiban Krishna Adhikary Recommended Citation Adhikary, Jiban Krishna, "INVESTIGATING MIDAIR VIRTUAL KEYBOARD INPUT USING A HEAD MOUNTED DISPLAY", Open Access Master's Thesis, Michigan Technological University, 2018. https://digitalcommons.mtu.edu/etdr/704 Follow this and additional works at: https://digitalcommons.mtu.edu/etdr Part of the Graphics and Human Computer Interfaces Commons INVESTIGATING MIDAIR VIRTUAL KEYBOARD INPUT USING A HEAD MOUNTED DISPLAY By Jiban Krishna Adhikary A THESIS Submitted in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE In Computer Science MICHIGAN TECHNOLOGICAL UNIVERSITY 2018 © 2018 Jiban Krishna Adhikary This thesis has been approved in partial fulfillment of the requirements for the Degree of MASTER OF SCIENCE in Computer Science. Department of Computer Science Thesis Advisor: Dr. Keith Vertanen Committee Member: Dr. Scott Kuhl Committee Member: Dr. Elizabeth Veinott Department Chair: Dr. Zhenlin Wang Dedication To my parents who have always been there and provided support in every ups and downs in my life - without which I would neither be who I am nor would this work be what it is today. Contents List of Figures ................................. xi List of Tables .................................. xv Acknowledgments ............................... xvii List of Abbreviations ............................. xix Abstract ..................................... xxi 1 Introduction ................................. 1 2 Related Work ................................ 3 2.1 Midair Text Entry Outside Virtual Environments . 4 2.1.1 Selection Based Techniques . 4 2.1.2 Gesture Based Techniques . -
PS Move API Documentation Release 4.0.12
PS Move API Documentation Release 4.0.12 Thomas Perl Dec 19, 2020 Contents 1 Building PS Move API from source1 1.1 Building on macOS 10.14........................................1 1.2 Building on Ubuntu 18.04........................................1 1.3 Building on Windows (Visual Studio)..................................1 1.4 Cross-Compiling for Windows (MinGW)................................2 1.5 Building for the Pocket C.H.I.P.....................................3 1.6 Python bindings.............................................3 2 Pairing the Controller to your PC5 2.1 Bluetooth pairing.............................................5 2.2 Connecting via Bluetooth........................................6 2.3 Troubleshooting.............................................6 3 Tracking and Camera 9 3.1 PSEYEDriver...............................................9 3.2 CL Eye Driver..............................................9 3.3 iSight exposure locking.........................................9 4 Networking (Move Daemon) 11 4.1 moved2_hosts.txt............................................. 11 4.2 API Usage................................................ 11 5 Configuration 13 5.1 Environment Variables.......................................... 13 6 Navigation Controller 15 6.1 Pairing.................................................. 15 6.2 Testing.................................................. 15 6.3 Axes and Buttons............................................. 16 6.4 Caveats.................................................. 16 7 Mailing List