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Touchscreen Technology and Interaction in Videogames

Touchscreen Technology and Interaction in Videogames. By: Matthew VanCompernolle. Introduction. Types of Touchscreen Technology Touchscreen Technology in Videogames Benefits of Touchscreen Gaming Hindrances of Touchscreen Gaming Possible Solutions. Types of Touchscreen Technology.

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Touchscreen Technology and Interaction in Videogames

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  1. Touchscreen Technology and Interaction in Videogames By: Matthew VanCompernolle

  2. Introduction • Types of Touchscreen Technology • Touchscreen Technology in Videogames • Benefits of Touchscreen Gaming • Hindrances of Touchscreen Gaming • Possible Solutions

  3. Types of Touchscreen Technology • Resistive Touchscreens • Capacitive Touchscreens • Surface Acoustic Wave Touchscreens http://images.jaxconsoledoctor.com/wp-content/uploads/2012/06/nintendo_ds.jpg http://p.playserver1.com/ProductImages/5/4/1/2/5/3/9/9352145_700x700min_1.jpg http://www.lilliputuk.com/uploads/images/Gallery/products/659gl/659.jpg

  4. Resistive Touchscreen Technology • Flexible top layer separated by a rigid bottom layer with invisible insulating dots. • Layers are coated with a transparent metal oxide called Indium Tin Oxide (ITO). • Touch pushes the two layers together, creating a point of contact. • The device controller calculates the point of touch based on changed in electrical field caused by the touch. http://www.taksmart.com.tw/pic/2011821595974104.jpg

  5. Resistive Touchscreen Technology • Advantages: • Can detect touch from any object! • The cheapest type of touchscreen • Fairly Durable • Disadvantages: • Very sensitive to scratches • Unresponsive to light touch • Low screen clarity (Only 75% light throughput) • Often no multi-touch support http://www.htcdirect.co.uk/images/TouchProStylus_1.jpg

  6. Capacitive Touchscreen Technology • Screen is coated with a material that stores electrical charge. • Some of the charge is transferred to the finger upon touch. • Circuits located in each corner of screen measure electrical charge and send information to the device controller for processing. http://www.techfuels.com/attachments/technologies/9995d1234854311-touch-screen-technology-touch-screen-technology.jpg

  7. Capacitive Touchscreen Technology • Advantages: • Moderate cost • Very durable • Extremely responsive • Supports multi-touch • Disadvantages: • Finger activation only (Or special touch devices) • Slightly reduced clarity (90% light throughput) • Imprecise touch http://farm1.static.flickr.com/3/6091570_3a2a1afb51_o.jpg

  8. Surface Acoustic Wave Touchscreen Technology • Two transducers placed on both X and Y axis of touch panel. • Reflectors lined up on edge of the touch panel. • Transmitting transducers emit ultrasonic waves to the reflectors. • The reflectors refract the waves to the receiving transducers. • Touch disturbs the transmitting waves. http://www.touchsystems.com/images/saw.jpg

  9. Surface Acoustic Wave Touchscreen Technology • Advantages: • Optimum screen clarity (100% light throughput) • Most durable (only a glass panel) • Supports most forms of touch (finger, stylus, etc.) • Multi-touch support • Can be used with a curved screen • Disadvantages: • Very expensive. • Not completely sealable (Large amounts of dirt and water can affect the system and register false touches) http://insidebiz.com/files/ibiz/imagecache/fulllsize/pictures/WellsFargoATMs.jpg

  10. Touchscreen Technology in Videogames • Videogames are electronic games that involve human interaction with a user interface to generate visual feedback on a video device. • Touchscreen technology allows the player to generate game input in the same physical space that the device generates video output. http://i385.photobucket.com/albums/oo300/leonography/News/angrybirdT02.jpg

  11. What Type of Touchscreens are Videogames Played On? • Resistive Technology: • Nintendo DS/3DS • Nintendo Wii U controller • Some smartphones and tablets (Mostly older ones) • Capacitive Technology: • PlayStation Vita • Most smartphones and tablets (Apple iPhone and most recent smartphones) • Surface Acoustic Wave Technology: • Not commonly used for systems that play videogames.

  12. Main Platforms for Touchscreen Gaming • Largest Platform Install Base: • Smartphones – 1.08 Billion (October 2012) • Tablets – 180+ Million (4th Quarter 2013) • Nintendo DS – 154.8 Million (November 2013) • Nintendo 3DS – 36.6 Million (November 2013) • PlayStation Vita – 6.15 Million (November 2013) • Nintendo Wii U – 3.9 Million (November 2013) http://www.apple.com/ipod-touch/from-the-app-store/

  13. Why is Touchscreen Gaming Popular? • Smaller Devices! • Everyone knows how to touch things! • No accessories needed (Convenient) • Device size almost entirely dependent on screen size • New, interesting ways to generate videogame input • Games are generally free or cheap

  14. Reduced Player Performance Playing on a Touchscreen • A study comparing videogame performance in Assassin’s Creed: Altair’s Chronicles between a DS physical controller and an iPhone touchscreen had the following results: • 150% more deaths on the touchscreen • 42% faster completion time on the physical controller • Steeper learning curve on the touchscreen • Performance reduction is a result of limited interaction between the player and the videogame device. • Touchscreen devices are prone to providing inadequate feedback to the player. • Touch input is not best suited for all forms of interaction. http://aquietsimplelife.com/wp-content/uploads/2011/07/Declining-graph.jpg

  15. Absence of Tactile Feedback • It is still very common for many touchscreen devices to not provide tactile, or haptic feedback, upon user touch. • Inclusion of tactile feedback in a touchscreen device increases both input speed and touch accuracy. It is especially important in conditions where there are vibrations in the environment. • Inclusion of specialized actuators that provide localized vibrations provide even greater performance benefits. • Haptic feedback can potentially increase typing performance to be comparable to that of a physical keyboard. It is likely that similar performance increases would apply to other forms of touch interaction. http://www.rapidkeypads.com/images/content/button-tactile-feedback_240x.gif

  16. Obstructed View During Touch • When the user touches the screen to provide input, he or she also blocks that area of the screen and limits visual feedback. • Reduction in visual feedback results in interaction hindrances that reduce player performance. • Factors that increase screen occlusion: • A) Smaller screens • B) Larger fingers • C) More fingers • D) Further finger reach across the screen Patrick Baudisch and Gerry Chu. 2009. Back-of-device interaction allows creating very small touch devices. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '09). ACM, New York, NY, USA, 1923-1932.

  17. Touchscreen Size • Most videogames played using a touchscreen are played on a smaller size touchscreen (Smartphones are the most common touchscreen gaming platform). • Touch accuracy is reduced when virtual button sizes become smaller than the size of a human finger. • The average width of the index finger of a male is approximately 23 mm and is 19 mm for a female. • Performance is significantly effected when buttons are smaller than 10 mm in width. http://theinspirationroom.com/daily/commercials/2009/4/iphone-howcast.jpg

  18. Back-of-Screen Touch • Back-of-screen touch instead of front-of-screen touch can remove the problems of visual occlusion. By touching a touchpad on the back of the device that corresponds to the screen, touch input can still be used without blocking the user’s view of the screen. • Performance is decreased if the user does not have feedback on finger location. • Pseudo-transparency can solve this problem by creating the illusion of a transparent device by overlaying a video image of the user’s finger to the screen. Patrick Baudisch and Gerry Chu. 2009. Back-of-device interaction allows creating very small touch devices. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '09). ACM, New York, NY, USA, 1923-1932.

  19. Physical Buttons http://wiiudaily.com/wp-content/uploads/2012/05/wii-u-menu-3-640x376.jpg http://gamerfitnation.com/wp-content/uploads/2011/04/nintendo-3ds-blue-open.jpg http://oyster.ignimgs.com/wordpress/stg.ign.com/2012/11/playstation-vita.jpg

  20. Conclusion • Touchscreens are very popular forms of videogame interaction. • Mostly implemented with capacitive technology, but some are resistive. • They are prone to cause poor player performance. • Possible Touchscreen Improvements • Inclusion and implementation of tactile feedback • Back-of-screen touch • Large screen size • Adaptive Feedback Modality Switching • Addition of tactile buttons

  21. Questions???

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