Best possible shape for the input controller?

AI Thread Summary
The discussion centers on designing an effective input controller for a game that utilizes squeezable objects with force sensors. The goal is to ensure that the user's squeeze translates accurately to character movement in the game. Participants suggest considering the shape of the input device, such as spheres or cylinders, to optimize sensor placement at stress points. There are also considerations for compensating for varying player strengths, particularly between children and adults. Suggestions include using leverage-based designs, like nutcracker-like devices, to enhance the force applied by users.
Anuroop
Messages
13
Reaction score
0
My project involves tangible user interfaces. I have developed a game in which the input will be any squeezable object. The input will have force sensors in it & the user's squeeze will be converted to electrical signal & characters in the game will move accordingly.

Mode of squeeze is by placing the object between 4 fingers & palm of the hand.

I am trying to place the sensors at maximum stress points in the input. Considering all these, what could be the best shapes(sphere or cylinder or anything) for the input? The user's squeeze must be efficiently translated to the game character's movement.
 
Physics news on Phys.org
The expression "The user's squeeze must be efficiently translated to the game character's movement." doesn't make a lot of sense to me. You can have any efficiency you want just by changing the "gain" between the sensor and the movement of the character.

What other factors are important? For example how do you plan to compensate for the strength of the player (children vs adults)?
 
PS Why not use an input device that looks like a pair of nut crackers...

ESCI088LEVERS003.jpg


They use leverage to maximise (magnify) the applied force.
 
Back
Top