VIGE (Vibrational Interaction for Game Experience)
Enhancing FPS Gameplay for Hearing Disabilities
Collaborators: Cheewon Choi, Haley Ngai, Iqra Bano
Role : Hardware Engineering, Market Research
Course: Physical Computing
Project Duration: 3 weeks
1. Market Analysis
2. Gaming Ideation
3. Physical Hardware Engineering
4. Game Design
5. Presentation
Throughout the 3 weeks of project duration, I collaborated with Cheewon Choi to bring our ideas for physical apparatus that enhances the FPS gaming experience to life. Prior to embarking on this journey, we performed a market research, aiming to uncover shortcomings of the latest Haptic technology/Physical Hardware for gaming.
1. Market Analysis
We looked into 3 gaming devices in particular: haptic gaming pad, haptic vest, and haptic gloves. Each device function to deliver tactile stimuli to different parts of the body, yet they serve the similar function to enhance the gaming experience by allowing more precise manuever. They also allow for immersiveness that wouldn’t be found on regular gaming.
We researched these devices and split the qualities into desirable and non-desirable traits. These devices were mostly very expensive and were not suited to travel. However, they were durable and easy to learn.
Our solution to the problem was 4 Quadrant-based Haptic Wristband. Wristbands are lightweight, easy to carry, and are likely to be easier to learn that other deivces. By using the wristband, users are able to receive haptic feedback to signal proximity and point of contact with the enemy.
Our team met reguarly to follow up with progress and continue to iterate on the game design. This involved designing a feasible pipeline between the hardware and
the software.