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Sensing GamePad: electrostatic potential sensing for enhancing entertainment oriented interactions
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Source Conference on Human Factors in Computing Systems archive
CHI '04 extended abstracts on Human factors in computing systems table of contents
Vienna, Austria
SESSION: Late breaking result papers table of contents
Pages: 1457 - 1460  
Year of Publication: 2004
ISBN:1-58113-703-6
Authors
Jun Rekimoto  Sony Computer Science Laboratories, Inc., Tokyo, Japan
Hua Wang  Tokyo University, Tokyo, Japan
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper introduces a novel way to enhance input devices to sense a user's foot motion. By measuring the electrostatic potential of a user, this device can sense the user's footsteps and jumps without requiring any external sensors such as a floor mat or sensors embedded in shoes. We apply this sensing principle to the gamepad to explore a new class of game interactions that combine the player's physical motion with gamepad manipulations. We also discuss other possible in-put devices that can be enhanced by the proposed sensing architecture such as a portable music player that can sense foot motion through the headphone and musical instruments that can be affected by the players' motion.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Oli Ladenburg. EyeToy: Let us play. http://uk.playstations.com, 2003.
 
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A. D. Moore and Joseph M. Crowley. Electrostatics: Exploring, Controlling and Using Static Electricity. Lapla-cian Press, 1997.
 
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Stacy J. Morris and Joseph A. Paradiso. Shoe-integrated sensor system for wireless gait analysis and real-time feedback, 2002.
 
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