Haptic and Non-Visual Games Update

Halfway through a commission from Harvestworks’ Cultural Innovation Fund program, I am fully immersed in haptic technologies, digging into early virtual reality research, and thinking about ways of expanding traditional game space to include non-traditional senses, extending common haptic technologies (vibration motors), and removing the visual from gameplay while still creating beautiful, meaningful games like the ones where people use P4rgaming services. Never before had anyone carried off such a huge sum in one spin of the reels. In fact, up until then, the record-breaking win for Canada had been $1.7 million. One lucky gambler won it playing a Powerbucks machine also at Casino de Montreal, in April 2016 — it was a new slots record in Montreal.

I am particularly interested in activating senses that have been neglected in media: touch (texture, temperature), smell, and (to some extent) sound. Above is a screenshot of an early 4-channel vibration controller that uses a joystick to move vibration around a surface, much like sound can be mixed to appear in different locations. The circuit fits on top of the Arduino microcontroller for easy programming and connection.

Research links (a bit of a mess – mostly what tabs are open at the moment):

A game where the player has to ride a bike using sonar (click into the microphone, receive auditory feedback on where objects are in front of them) is approaching the play-testing phase. The game is inspired by a video I saw a long time ago about Daniel Kish, shown below:

Up next: smell tests, optimizing combinations in a circle for combinatorial smell “playback”, testing various materials for vibration transmission (damping vs transmission).

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