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Pursuing the
4-joystick game controller
Preliminary collection of ideas, arguments, and
objectives
Some contents, unordered
• Arguments for the value of game controllers over other methods of
input.
• Arguments for the value of manual control of machines vs. Reliance
on automation
• Some examples of what I consider realistic expectations for
coordination required in manual control of machines.
• Some descriptions of examples of manual vs. Automated machines,
and some thoughts on why these examples are the present
day common use cases.
• Some random other thoughts somewhat related
Arguments for the value of game controllers
over other methods of input
• A game controller represents a hand-held controller. It is portable,
easy to use in many postures, easy to share.
• A mounted control interface such as a keyboard and mouse is difficult
to carry, requires specific auxiliary equipment (a table or other flat
surface), and other mounted interfaces such as joysticks can
require significantly more complex mounting solutions.
• One example of handheld controllers use is FPV drones, in this
case people have tried to use computer interfaces for FPV control, but
handheld controllers remain the most popular interface. Further,
mode 4 is the most common configuration, and it is possible to
elaborate on why using logical arguments.
Examples of manual vs. Automated machines
• A car is generally partially automated, with some manual controls.
The transmission is generally automated, while the steering, throttle,
and breaks are generally manual. This is because a failing
transmission does not prevent the driver from being able to use the
breaks and steer the car into a safe failed state. If the transmission
failure carried the same risk to safety that failed breaks did, then the
transmission would not have been automated, however when the
automation on the transmission fails, generally the results are
perhaps a slight reduction in fuel efficiency, some extra time waiting
for the gears to shift after a stoplight, or the occasional jerky
operation after driving on the highway.
Arguments for manual modern machines vs.
Complete reliance on automation
• As machines age, automatic controllers will have difficulty with
reduced precision of moving parts.
• Average users will often use machines for roles they were not
specifically engineered to fill. (just use your pocketknife)
• Over time the reliability of manual control allows users to just work a
bit harder to still achieve their result.
• Some tasks will be difficult to program for, requiring either excessive
computational power for a particular device, or requiring software
engineers that are simply unavailable.
Thoughts on the expectations for
coordination in users
• It's true that operating 4 or 6 joysticks will appear to be excessively difficult
to some present day people.
• However, coordination training results in the mind assembling actions that
would normally take concentration into learned "moves". For example, a
guitar player does not specifically focus on each motor movement during
complex licks, they only concentrate on reaching certain notes, or
particular moments of tone. Everything else is passively executed,
regardless of the complexity.
• Video games offer excellent opportunities for assembling common motions
into single concentration points, where lots of buttons and sticks are
controlled while the user simply focuses on the cursor and their avatars
surroundings.
Here's a project page.
https://hackaday.io/project/180884-4-joystick-6-axis-6-dof-game-
controller

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DIGIDEVTV A New area of OTT Distribution
 

first arguments for complex controllers and manual robotics

  • 1. Pursuing the 4-joystick game controller Preliminary collection of ideas, arguments, and objectives
  • 2. Some contents, unordered • Arguments for the value of game controllers over other methods of input. • Arguments for the value of manual control of machines vs. Reliance on automation • Some examples of what I consider realistic expectations for coordination required in manual control of machines. • Some descriptions of examples of manual vs. Automated machines, and some thoughts on why these examples are the present day common use cases. • Some random other thoughts somewhat related
  • 3. Arguments for the value of game controllers over other methods of input • A game controller represents a hand-held controller. It is portable, easy to use in many postures, easy to share. • A mounted control interface such as a keyboard and mouse is difficult to carry, requires specific auxiliary equipment (a table or other flat surface), and other mounted interfaces such as joysticks can require significantly more complex mounting solutions. • One example of handheld controllers use is FPV drones, in this case people have tried to use computer interfaces for FPV control, but handheld controllers remain the most popular interface. Further, mode 4 is the most common configuration, and it is possible to elaborate on why using logical arguments.
  • 4. Examples of manual vs. Automated machines • A car is generally partially automated, with some manual controls. The transmission is generally automated, while the steering, throttle, and breaks are generally manual. This is because a failing transmission does not prevent the driver from being able to use the breaks and steer the car into a safe failed state. If the transmission failure carried the same risk to safety that failed breaks did, then the transmission would not have been automated, however when the automation on the transmission fails, generally the results are perhaps a slight reduction in fuel efficiency, some extra time waiting for the gears to shift after a stoplight, or the occasional jerky operation after driving on the highway.
  • 5. Arguments for manual modern machines vs. Complete reliance on automation • As machines age, automatic controllers will have difficulty with reduced precision of moving parts. • Average users will often use machines for roles they were not specifically engineered to fill. (just use your pocketknife) • Over time the reliability of manual control allows users to just work a bit harder to still achieve their result. • Some tasks will be difficult to program for, requiring either excessive computational power for a particular device, or requiring software engineers that are simply unavailable.
  • 6. Thoughts on the expectations for coordination in users • It's true that operating 4 or 6 joysticks will appear to be excessively difficult to some present day people. • However, coordination training results in the mind assembling actions that would normally take concentration into learned "moves". For example, a guitar player does not specifically focus on each motor movement during complex licks, they only concentrate on reaching certain notes, or particular moments of tone. Everything else is passively executed, regardless of the complexity. • Video games offer excellent opportunities for assembling common motions into single concentration points, where lots of buttons and sticks are controlled while the user simply focuses on the cursor and their avatars surroundings.
  • 7. Here's a project page. https://hackaday.io/project/180884-4-joystick-6-axis-6-dof-game- controller