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Using 'Tilt' as an Interface to control 'No Button' 3-D Mobile Games.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Published

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Using 'Tilt' as an Interface to control 'No Button' 3-D Mobile Games. / Gilbertson, Paul; Coulton, Paul; Chehimi, Fadi et al.
In: Computers in Entertainment (CIE), Vol. 6, No. 3, 38, 09.2008.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

APA

Vancouver

Gilbertson P, Coulton P, Chehimi F, Vajk T. Using 'Tilt' as an Interface to control 'No Button' 3-D Mobile Games. Computers in Entertainment (CIE). 2008 Sept;6(3):38. doi: 10.1145/1394021.1394031

Author

Gilbertson, Paul ; Coulton, Paul ; Chehimi, Fadi et al. / Using 'Tilt' as an Interface to control 'No Button' 3-D Mobile Games. In: Computers in Entertainment (CIE). 2008 ; Vol. 6, No. 3.

Bibtex

@article{620632e6ad334deea40830aa8efe6853,
title = "Using 'Tilt' as an Interface to control 'No Button' 3-D Mobile Games.",
abstract = "Mobile phones offer considerable challenges for game developers, and not least among them is the user interface, which is primarily optimized for number entry rather than for playing games. In fact, due to the limitations one of the most desirable criteria for mobile games has the design of games controlled by a one-button interface. However, this type of interface has only been seen as applicable for casual games, where mastering the interface is de-emphasized. As a number of mobile phones are starting to appear with 3-D accelerometers, game developers have the opportunity to investigate new interface mechanisms. In this article we illustrate how accelerometers provide the possibility of a no-button mobile game. While 3-D accelerometers offer a range of possible interface mechanisms, the one that requires minimal signal processing and no external references is motion, and in particular, tilt, and as such is eminently suitable for mobile phones. In this article we explore a tilt interface for a 3-D graphics first-person driving game titled Tunnel Run, and compare the user experience playing the same game with a traditional phone joypad interface and with a tilt interface in two different modes. The results show that the tilt interface was experienced as fun, and certainly seemed more attractive to players, who said they would not have played this type of game otherwise.",
author = "Paul Gilbertson and Paul Coulton and Fadi Chehimi and Tamas Vajk",
year = "2008",
month = sep,
doi = "10.1145/1394021.1394031",
language = "English",
volume = "6",
journal = "Computers in Entertainment (CIE)",
issn = "1544-3574",
publisher = "Association for Computing Machinery (ACM)",
number = "3",

}

RIS

TY - JOUR

T1 - Using 'Tilt' as an Interface to control 'No Button' 3-D Mobile Games.

AU - Gilbertson, Paul

AU - Coulton, Paul

AU - Chehimi, Fadi

AU - Vajk, Tamas

PY - 2008/9

Y1 - 2008/9

N2 - Mobile phones offer considerable challenges for game developers, and not least among them is the user interface, which is primarily optimized for number entry rather than for playing games. In fact, due to the limitations one of the most desirable criteria for mobile games has the design of games controlled by a one-button interface. However, this type of interface has only been seen as applicable for casual games, where mastering the interface is de-emphasized. As a number of mobile phones are starting to appear with 3-D accelerometers, game developers have the opportunity to investigate new interface mechanisms. In this article we illustrate how accelerometers provide the possibility of a no-button mobile game. While 3-D accelerometers offer a range of possible interface mechanisms, the one that requires minimal signal processing and no external references is motion, and in particular, tilt, and as such is eminently suitable for mobile phones. In this article we explore a tilt interface for a 3-D graphics first-person driving game titled Tunnel Run, and compare the user experience playing the same game with a traditional phone joypad interface and with a tilt interface in two different modes. The results show that the tilt interface was experienced as fun, and certainly seemed more attractive to players, who said they would not have played this type of game otherwise.

AB - Mobile phones offer considerable challenges for game developers, and not least among them is the user interface, which is primarily optimized for number entry rather than for playing games. In fact, due to the limitations one of the most desirable criteria for mobile games has the design of games controlled by a one-button interface. However, this type of interface has only been seen as applicable for casual games, where mastering the interface is de-emphasized. As a number of mobile phones are starting to appear with 3-D accelerometers, game developers have the opportunity to investigate new interface mechanisms. In this article we illustrate how accelerometers provide the possibility of a no-button mobile game. While 3-D accelerometers offer a range of possible interface mechanisms, the one that requires minimal signal processing and no external references is motion, and in particular, tilt, and as such is eminently suitable for mobile phones. In this article we explore a tilt interface for a 3-D graphics first-person driving game titled Tunnel Run, and compare the user experience playing the same game with a traditional phone joypad interface and with a tilt interface in two different modes. The results show that the tilt interface was experienced as fun, and certainly seemed more attractive to players, who said they would not have played this type of game otherwise.

U2 - 10.1145/1394021.1394031

DO - 10.1145/1394021.1394031

M3 - Journal article

VL - 6

JO - Computers in Entertainment (CIE)

JF - Computers in Entertainment (CIE)

SN - 1544-3574

IS - 3

M1 - 38

ER -