The document outlines the design of the "Cyclops" one-handed controller created by Fresh Force, which combined elements from each member's original concept designs into an ergonomic controller with a joystick, triggers, buttons and gyroscope to allow full functionality with one hand. It provides schematics and diagrams of the controller, discusses inspirations and assumptions behind the design, and prototypes and playtests the final controller design.
The Cyclops controller was designed by Fresh Force (Ryan Horbal, Tracy Walker, Corey Willis, and Steven Oreskovich) to allow one-handed gameplay. They drew inspiration from various sources and combined elements of their original designs. The final Cyclops controller features a joystick, triggers, buttons and a gyroscope for movement. It was playtested and received positive feedback about its ergonomic design and ability to provide full functionality with one hand.
The document summarizes the design process of a team that created a controller for one-handed gaming. It discusses each member's individual inspiration and contributions to the overall design. Key features included modularity, a shape inspired by mice, and placement of buttons to utilize all fingers. Schematics and pictures of the prototype are included, as well as results from playtesting. The team reflected on what went well and could be improved in their process. Their goal was to make gaming accessible to those with physical disabilities.
This document presents the design of a one-handed controller created by a team to allow people with disabilities to play video games. It discusses the inspiration from other accessible controllers. The design uses rings that can be extended and retracted as buttons, along with an accelerometer, joystick, and other buttons. The design is intended to be comfortable, usable with either hand, and allow similar gameplay to standard controllers. Three games are mapped to the controller's buttons as examples.
Game Controller Design for Use with 1 Handsethedens
A custom designed controller for gamers who have lost the use of one hand. Designed as a class project in 2 weeks by a team of 5 individuals. The controller is a merger of 5 individual concepts detailed withing the presentation.
The document summarizes the design of the Wizard's Mark Controller, which was created to be accessible and usable with one hand. It discusses inspiration drawn from objects like baseballs, trumpets, and presentation advancers that informed the design of modular and customizable components. These include a cylindrical shape, detachable joystick/d-pad, slidable button columns, and multi-input buttons. The design process involved combining ideas, prototyping, and user testing to create an intuitive controller for disabled gamers.
Team mmega murchisonalexander_week2assignment_0515sithelement
The document describes a one-handed controller called the All-Hander designed by Team MMEGA. The controller was designed to be usable by both left-handed and right-handed players through mirrored buttons and an adjustable setting. Inspiration came from devices like the Razer Ouroboros mouse and Gundam simulations. The team created prototypes, tested them, and refined the design based on feedback. The final design included a spherical shape, buttons, an analog stick, and strap to be fully functional and comfortable for one-handed gaming.
The document describes a one-handed controller called the All-Hander designed by Team MMEGA. The controller was designed to be usable by both right-handed and left-handed players through mirrored buttons and an adjustable setting. Inspiration came from devices like the Razer Ouroboros mouse and Gundam simulations. The team created prototypes, tested them, and refined the design based on feedback. The final design included a spherical shape, buttons, an analog stick, and strap to be fully functional and comfortable for one-handed gaming.
Digital destroyers davis_jonathon_controller design_0415DavisDesigns
The document describes a group project to design a one-handed controller for video games. The group created a controller with a twistable throttle for movement, a pivot ball for camera control, and dual buttons on the back to modify the functions of the directional pad buttons. It also includes a two-way speaker and eye tracking for camera control without extra equipment. The design is meant to allow those with one functioning hand to play various game types on modern consoles.
The Cyclops controller was designed by Fresh Force (Ryan Horbal, Tracy Walker, Corey Willis, and Steven Oreskovich) to allow one-handed gameplay. They drew inspiration from various sources and combined elements of their original designs. The final Cyclops controller features a joystick, triggers, buttons and a gyroscope for movement. It was playtested and received positive feedback about its ergonomic design and ability to provide full functionality with one hand.
The document summarizes the design process of a team that created a controller for one-handed gaming. It discusses each member's individual inspiration and contributions to the overall design. Key features included modularity, a shape inspired by mice, and placement of buttons to utilize all fingers. Schematics and pictures of the prototype are included, as well as results from playtesting. The team reflected on what went well and could be improved in their process. Their goal was to make gaming accessible to those with physical disabilities.
This document presents the design of a one-handed controller created by a team to allow people with disabilities to play video games. It discusses the inspiration from other accessible controllers. The design uses rings that can be extended and retracted as buttons, along with an accelerometer, joystick, and other buttons. The design is intended to be comfortable, usable with either hand, and allow similar gameplay to standard controllers. Three games are mapped to the controller's buttons as examples.
Game Controller Design for Use with 1 Handsethedens
A custom designed controller for gamers who have lost the use of one hand. Designed as a class project in 2 weeks by a team of 5 individuals. The controller is a merger of 5 individual concepts detailed withing the presentation.
The document summarizes the design of the Wizard's Mark Controller, which was created to be accessible and usable with one hand. It discusses inspiration drawn from objects like baseballs, trumpets, and presentation advancers that informed the design of modular and customizable components. These include a cylindrical shape, detachable joystick/d-pad, slidable button columns, and multi-input buttons. The design process involved combining ideas, prototyping, and user testing to create an intuitive controller for disabled gamers.
Team mmega murchisonalexander_week2assignment_0515sithelement
The document describes a one-handed controller called the All-Hander designed by Team MMEGA. The controller was designed to be usable by both left-handed and right-handed players through mirrored buttons and an adjustable setting. Inspiration came from devices like the Razer Ouroboros mouse and Gundam simulations. The team created prototypes, tested them, and refined the design based on feedback. The final design included a spherical shape, buttons, an analog stick, and strap to be fully functional and comfortable for one-handed gaming.
The document describes a one-handed controller called the All-Hander designed by Team MMEGA. The controller was designed to be usable by both right-handed and left-handed players through mirrored buttons and an adjustable setting. Inspiration came from devices like the Razer Ouroboros mouse and Gundam simulations. The team created prototypes, tested them, and refined the design based on feedback. The final design included a spherical shape, buttons, an analog stick, and strap to be fully functional and comfortable for one-handed gaming.
Digital destroyers davis_jonathon_controller design_0415DavisDesigns
The document describes a group project to design a one-handed controller for video games. The group created a controller with a twistable throttle for movement, a pivot ball for camera control, and dual buttons on the back to modify the functions of the directional pad buttons. It also includes a two-way speaker and eye tracking for camera control without extra equipment. The design is meant to allow those with one functioning hand to play various game types on modern consoles.
The team designed an accessible one-handed controller called the Arges. Their design included dual directional pads, triggers, and an ambidextrous shape. Prototypes were created and playtested to evaluate comfort, button size and placement. Feedback informed design changes to improve the controller for one-handed gaming.
The document summarizes the design of a controller created by Dusk Troll Studios to be accessible for people with one hand or leg. It combines aspects of individual designs created by each member. The controller uses the player's palm on a trackpad with buttons and a joystick. It incorporates a footboard with additional buttons to reduce stress on the hand. Motion control and a rounded shape add comfort. The controller can be customized for different consoles through interchangeable charging cables. Testing showed the foot controls could be improved, so a traditional pedal design was adopted. The final design aims to make gaming more accessible while still being comfortable for all players.
The document outlines a design for a controller intended for use by gamers with one hand. A team of four students developed the design, which features a handle with buttons, a trackball for movement control, and foot pedals to relieve pressure on the hand. Each student provides the inspiration for their individual design elements. They discuss ergonomics, precision, and ease of use as design priorities. Diagrams showcase the controller and foot pedal layouts, and each student defends assumptions of their design elements with references to studies. The controller is proposed to allow one-handed gamers to play games like Call of Duty with comparable ability to two-handed gamers.
Infamous Flamingos Interactive Single Handed Controller DesignAlexander Weeks
This document presents the design of a one-handed controller called Einhänder created by Michael Jowers, Sabastian Williams, Alexander Weeks, J. Nigel Anderson and Brandon Trost. They drew inspiration from their individual one-handed controller designs to create Einhänder, which features a touchpad, gyro sensor, triggers and strap to aid one-handed use. The controller is designed for versatility across PC and consoles through customizable controls. The team tested Einhänder by mapping controls for three games to evaluate its design.
The document discusses the design of a single-handed controller for gamers who have use of only one arm. It begins by outlining the need for such a controller given the number of amputees. The team then brainstorms features and takes inspiration from controllers like the Wii Nunchuk for its design. Schematics and prototypes are created, and the controller is tested and found to allow play of games like Dragon Age Inquisition while addressing challenges around button placement and ergonomics. The document considers what went well in the design process and lessons learned.
Ginyu force leelisa_teamassignmentweek2_0315Lisa Lee
This document discusses the design of a single-handed controller for amputees and other players wishing to use only one hand. It begins by outlining features proposed by different designers, such as programmable buttons, an updatable firmware, and a gyroscope. It then provides inspiration for the design from controllers like the Wii Nunchuk and discusses design assumptions. Schematic diagrams depict the controller's layout. Finally, it analyzes how the controller could support games like Dragon Age Inquisition, The Last of Us, and FIFA 15 given its button configuration and motion controls.
The document describes a group project to design a one-handed video game controller. It includes inspiration for the design from existing controllers, design assumptions considered, schematic diagrams of the proposed controller design, descriptions of games it could be used for, prototyping of a physical controller, and testing and evaluation of the prototype.
The document describes a group project to design a one-handed video game controller. It provides inspiration for the design from various existing controllers. It then shows the design process, which combined elements from each group member's inspiration. Schematic diagrams depict the final controller design, which includes buttons, joysticks, and other standard controller features configured for one-handed use. The document also lists assumptions made in the design process and provides descriptions of two games that would work well using the new controller.
The document summarizes the design of a one-handed controller created by students for gamers with physical limitations. It describes the inspiration for the design as wanting gamers of all abilities to enjoy games. The controller features an analog joystick, additional buttons, and is designed to attach to a chair for comfort. Prototypes were tested and feedback was positive regarding the controller's versatility and comfort for long play sessions. Areas for future improvement were also discussed.
The document discusses the history and functionality of the computer mouse. It describes how Douglas Engelbart invented the first mouse in 1963. It explains the basic functions and actions of a mouse like pointing, clicking, scrolling. It also discusses different types of mice based on available features like cordless, footmouse, and technology used like mechanical, optical. The document is a thorough overview of the computer mouse.
The document summarizes a group project to design a game controller called ODIN for users with impaired use of one hand. The group created schematics and a prototype of their design. Their design was inspired by existing controllers and aimed to allow one-handed gaming. They conducted playtesting with an expert gamer and received positive feedback on the controller's design and usability for different game genres with some suggestions for improvements. The group concluded that distributing work evenly and having more testing time would have improved their process.
The team was tasked with creating an innovative game controller for users with impaired use of one hand. They developed the ODIN controller which features a modular analog stick that can be positioned on either side, buttons accessible to either hand, and a mechanism to secure the controller while playing. The team created schematics, a prototype, and conducted playtesting getting feedback from an expert gamer. The playtesting found the controller was easy to use and could support various game genres with button programming adjustments. The team concluded the controller design was viable but noted areas for improvement in their process.
This document provides an overview and design for a triathlon video game called "Triathlon - THE GAME". The game would involve completing a 1.5 km swim, 40 km bike ride, and 10 km run. It would have both single player and multiplayer modes, with players progressing through qualification rounds to unlock different maps, disciplines, and gameplay features. The document outlines the gameplay mechanics, user interface, obstacles during each discipline, power-ups, character customization, and more.
This document provides a history of artificial intelligence in video games from 1972 to present day. It summarizes key early games that established staples of AI design like Pong simulating human error and Pac-Man's scripted enemy patterns. It then outlines how simulation games like SimCity and The Sims featured increasingly autonomous virtual populations. More recent games have utilized advanced techniques such as dynamic enemy reactions and AI directors that change gameplay based on player performance.
This document summarizes a game design workshop held in Gebze, Turkey in 2011. It introduces two game designers, Artur and Aleksander Sierżęga, and provides details about their game design experience and favorite games. It also discusses topics like prototyping games, what makes mobile games popular, different types of gamers, and developing game mechanics and aesthetics.
Gamification involves using game design techniques and mechanics to engage audiences and solve problems. It can incorporate elements like points, badges, levels, leaderboards, and challenges to motivate behavior. While gamification aims to tap into human motivations like achieving mastery and gaining purpose, it is a form of manipulation that could potentially help or hurt people depending on how it is applied. Critics argue it is just a new buzzword and not fundamentally different than older loyalty programs, while proponents believe it can harness principles of game design to create engaging experiences.
- The document describes an experiment that evaluated the performance and preferences of gamers and non-gamers using two different video game controller designs: a traditional fixed-hand gamepad controller and a free-handed controller where the hands can move independently.
- For gamers, there was no significant difference in performance between the two controllers. Gamers completed the tasks on average 49% faster than non-gamers and preferred the traditional controller.
- For non-gamers, performance improved by about 26% from the first to second controller used. About 3/4 of non-gamers preferred the free-handed controller.
G4H: game accessibility research @ University of Nevada, RenoEelke Folmer
Invited talk at the Games for Health Conference workshop on game accessibility. This deck of slides discusses some of our research projects at the university of nevada in Reno such as a version of guitar hero that visually impaired can play. Interfaces to popular game genres for severe motor impaired and a virtual world interface that can be accessed with a screen reader.
El documento resume los trastornos alimenticios de la anorexia y la bulimia, comparando sus aspectos positivos y negativos. La anorexia se ve como un triunfo de autocontrol y belleza, pero oculta una lucha entre el cuerpo y la mente. La bulimia genera vergüenza y culpa, llevando a una baja autoestima, aunque rara vez alcanza los extremos de la anorexia. El documento también analiza cómo estos trastornos afectan socialmente y la opinión del autor, quien cree que son problemas
The team designed an accessible one-handed controller called the Arges. Their design included dual directional pads, triggers, and an ambidextrous shape. Prototypes were created and playtested to evaluate comfort, button size and placement. Feedback informed design changes to improve the controller for one-handed gaming.
The document summarizes the design of a controller created by Dusk Troll Studios to be accessible for people with one hand or leg. It combines aspects of individual designs created by each member. The controller uses the player's palm on a trackpad with buttons and a joystick. It incorporates a footboard with additional buttons to reduce stress on the hand. Motion control and a rounded shape add comfort. The controller can be customized for different consoles through interchangeable charging cables. Testing showed the foot controls could be improved, so a traditional pedal design was adopted. The final design aims to make gaming more accessible while still being comfortable for all players.
The document outlines a design for a controller intended for use by gamers with one hand. A team of four students developed the design, which features a handle with buttons, a trackball for movement control, and foot pedals to relieve pressure on the hand. Each student provides the inspiration for their individual design elements. They discuss ergonomics, precision, and ease of use as design priorities. Diagrams showcase the controller and foot pedal layouts, and each student defends assumptions of their design elements with references to studies. The controller is proposed to allow one-handed gamers to play games like Call of Duty with comparable ability to two-handed gamers.
Infamous Flamingos Interactive Single Handed Controller DesignAlexander Weeks
This document presents the design of a one-handed controller called Einhänder created by Michael Jowers, Sabastian Williams, Alexander Weeks, J. Nigel Anderson and Brandon Trost. They drew inspiration from their individual one-handed controller designs to create Einhänder, which features a touchpad, gyro sensor, triggers and strap to aid one-handed use. The controller is designed for versatility across PC and consoles through customizable controls. The team tested Einhänder by mapping controls for three games to evaluate its design.
The document discusses the design of a single-handed controller for gamers who have use of only one arm. It begins by outlining the need for such a controller given the number of amputees. The team then brainstorms features and takes inspiration from controllers like the Wii Nunchuk for its design. Schematics and prototypes are created, and the controller is tested and found to allow play of games like Dragon Age Inquisition while addressing challenges around button placement and ergonomics. The document considers what went well in the design process and lessons learned.
Ginyu force leelisa_teamassignmentweek2_0315Lisa Lee
This document discusses the design of a single-handed controller for amputees and other players wishing to use only one hand. It begins by outlining features proposed by different designers, such as programmable buttons, an updatable firmware, and a gyroscope. It then provides inspiration for the design from controllers like the Wii Nunchuk and discusses design assumptions. Schematic diagrams depict the controller's layout. Finally, it analyzes how the controller could support games like Dragon Age Inquisition, The Last of Us, and FIFA 15 given its button configuration and motion controls.
The document describes a group project to design a one-handed video game controller. It includes inspiration for the design from existing controllers, design assumptions considered, schematic diagrams of the proposed controller design, descriptions of games it could be used for, prototyping of a physical controller, and testing and evaluation of the prototype.
The document describes a group project to design a one-handed video game controller. It provides inspiration for the design from various existing controllers. It then shows the design process, which combined elements from each group member's inspiration. Schematic diagrams depict the final controller design, which includes buttons, joysticks, and other standard controller features configured for one-handed use. The document also lists assumptions made in the design process and provides descriptions of two games that would work well using the new controller.
The document summarizes the design of a one-handed controller created by students for gamers with physical limitations. It describes the inspiration for the design as wanting gamers of all abilities to enjoy games. The controller features an analog joystick, additional buttons, and is designed to attach to a chair for comfort. Prototypes were tested and feedback was positive regarding the controller's versatility and comfort for long play sessions. Areas for future improvement were also discussed.
The document discusses the history and functionality of the computer mouse. It describes how Douglas Engelbart invented the first mouse in 1963. It explains the basic functions and actions of a mouse like pointing, clicking, scrolling. It also discusses different types of mice based on available features like cordless, footmouse, and technology used like mechanical, optical. The document is a thorough overview of the computer mouse.
The document summarizes a group project to design a game controller called ODIN for users with impaired use of one hand. The group created schematics and a prototype of their design. Their design was inspired by existing controllers and aimed to allow one-handed gaming. They conducted playtesting with an expert gamer and received positive feedback on the controller's design and usability for different game genres with some suggestions for improvements. The group concluded that distributing work evenly and having more testing time would have improved their process.
The team was tasked with creating an innovative game controller for users with impaired use of one hand. They developed the ODIN controller which features a modular analog stick that can be positioned on either side, buttons accessible to either hand, and a mechanism to secure the controller while playing. The team created schematics, a prototype, and conducted playtesting getting feedback from an expert gamer. The playtesting found the controller was easy to use and could support various game genres with button programming adjustments. The team concluded the controller design was viable but noted areas for improvement in their process.
This document provides an overview and design for a triathlon video game called "Triathlon - THE GAME". The game would involve completing a 1.5 km swim, 40 km bike ride, and 10 km run. It would have both single player and multiplayer modes, with players progressing through qualification rounds to unlock different maps, disciplines, and gameplay features. The document outlines the gameplay mechanics, user interface, obstacles during each discipline, power-ups, character customization, and more.
This document provides a history of artificial intelligence in video games from 1972 to present day. It summarizes key early games that established staples of AI design like Pong simulating human error and Pac-Man's scripted enemy patterns. It then outlines how simulation games like SimCity and The Sims featured increasingly autonomous virtual populations. More recent games have utilized advanced techniques such as dynamic enemy reactions and AI directors that change gameplay based on player performance.
This document summarizes a game design workshop held in Gebze, Turkey in 2011. It introduces two game designers, Artur and Aleksander Sierżęga, and provides details about their game design experience and favorite games. It also discusses topics like prototyping games, what makes mobile games popular, different types of gamers, and developing game mechanics and aesthetics.
Gamification involves using game design techniques and mechanics to engage audiences and solve problems. It can incorporate elements like points, badges, levels, leaderboards, and challenges to motivate behavior. While gamification aims to tap into human motivations like achieving mastery and gaining purpose, it is a form of manipulation that could potentially help or hurt people depending on how it is applied. Critics argue it is just a new buzzword and not fundamentally different than older loyalty programs, while proponents believe it can harness principles of game design to create engaging experiences.
- The document describes an experiment that evaluated the performance and preferences of gamers and non-gamers using two different video game controller designs: a traditional fixed-hand gamepad controller and a free-handed controller where the hands can move independently.
- For gamers, there was no significant difference in performance between the two controllers. Gamers completed the tasks on average 49% faster than non-gamers and preferred the traditional controller.
- For non-gamers, performance improved by about 26% from the first to second controller used. About 3/4 of non-gamers preferred the free-handed controller.
G4H: game accessibility research @ University of Nevada, RenoEelke Folmer
Invited talk at the Games for Health Conference workshop on game accessibility. This deck of slides discusses some of our research projects at the university of nevada in Reno such as a version of guitar hero that visually impaired can play. Interfaces to popular game genres for severe motor impaired and a virtual world interface that can be accessed with a screen reader.
El documento resume los trastornos alimenticios de la anorexia y la bulimia, comparando sus aspectos positivos y negativos. La anorexia se ve como un triunfo de autocontrol y belleza, pero oculta una lucha entre el cuerpo y la mente. La bulimia genera vergüenza y culpa, llevando a una baja autoestima, aunque rara vez alcanza los extremos de la anorexia. El documento también analiza cómo estos trastornos afectan socialmente y la opinión del autor, quien cree que son problemas
Niall Horan es un cantante y guitarrista irlandés miembro de la banda One Direction. Desde niño mostró interés por la música y su familia le regaló una guitarra. Audicionó para The X Factor donde formó parte de One Direction, ganando popularidad. Sus hobbies incluyen jugar golf y pasar tiempo con su familia, incluyendo su sobrino recién nacido.
This document provides a summary of the WWF-UK Programme Partnership Arrangement from 2011-2016. Over the five year period, the programme achieved the following:
- Improved the wellbeing of over 843,000 people living in poverty through more sustainable management of natural resources.
- Positively influenced over 136 policies to incorporate environmental sustainability and climate resilience.
- Increased the land area under improved management from 74 to 312 community groups, helping to reduce biodiversity loss.
STUDIE: INNOVATIONSKULTUR VON KONZERNEN - WIR KÖNNEN ZWAR EFFIZIENZ, ABER NIC...Marc Wagner
Können sich in klassischen Konzernstrukturen disruptive, d.h. marktverändernde Innovationen entwickeln? Wie steht es in deutschen Konzernen um Themen wie Risikobereitschaft, Unternehmenskultur, aber auch Anreizsysteme und Fehlertoleranz? Diesen und weiteren Fragen ging Detecon in der neuen Studie „Die Innovationskultur von Konzernen“ nach, die auf einer Basis von Interviews und einer Befragung von mehr als 70 deutschen Konzerninnovationsexperten erstellt wurde.
Dabei wurden Fragen wie Agilität, ambidextrous strategy sowie konkret die Organisation von Innovationsprozessen diskutiert und konkrete Handlungsempfehlungen abgeleitet
CII -TNTDPC DISCOVER INNOVATION - For Automotive & Automobile IndustryInnomantra
DISCOVER INNOVATION
A Workshop on Functional Innovation Methodology for Automotive Industry - A Systematic Approach to Drive Patentable and Profitable Ideas for Leaders & Technologists
Confederation of Indian Industry (CII) and Tamil Nadu Technology Development and Promotion Centre in association with Innomantra Consulting Private Limited is hosting a one-day workshop ‘DISCOVER INNOVATION: A Workshop on Functional Innovation - A systematic approach to drive patentable and profitable ideas’ on Friday, 16 September 2016 at Hotel Crowne Plaza, Chennai.
Functional Innovation is unique and powerful innovation approach for Product, Process, Service and Business innovation.
How will it benefit you and your organisation?
This approach will provide the participants with powerful conceptual tools to systematically generate ideas for:
· Product & Service Innovation - New Concepts, Radical, Disruptive Ideas
· Process Innovation - Cost, Quality & Delivery,
· Business Model Innovation
Organisations that have used Functional Innovation Methodology
Leading firms like Alcatel-Lucent, Atkins, Bharat Electronics, Bosch, Hindustan Aeronautics, Google, Harman, Ingersoll Rand, Larsen & Toubro, LM Windpower, Lucy Electric, Meritor CVS, NetApp, SKF, Qualcomm, Trelleborg and several other Global Fortune 500 companies.
Results and Reviews
This methodology has been successfully applied in the past for diverse innovation objectives including product ideation, marketing innovation, process improvement and business model generation.
To Whom
For Leaders in Automotive & Automobile Industry : CEO's, CxO's, Presidents, Vice Presidents, General Managers, Leaders from Corporate Management, Innovation & IP Management, Corporate Initiatives, Strategic Planning and Technologists from R&D, Design and Design Services, New Product Development, Product Architecture &Management and Innovators aspire to make a difference, design in India and innovate for the world.
For Registration:
Delegate Fee ( Including Taxes): CII Members : INR 10,000 / Non-CII Members: INR 12,000
ANJANA. V Mobile: +91 97103 53587 Office: +91 44 4244 4555/603 (extn) Email: anjana.v@cii.in
HARIHARAN. T. P Office:+91 44 4244 4555/664 (extn) Email: hariharan.tp@cii.in
La banda Black Veil Brides se formó en 2006 en Ohio y está compuesta por 5 integrantes. En sus inicios cambiaron de nombre y lanzaron un EP, pero la banda se disolvió temporalmente en 2008 debido a peleas internas. Más tarde, el vocalista Andy Biersack conoció a nuevos miembros y relanzaron la banda, ganando popularidad con su video "Knives and Pens" en 2009. Desde entonces han lanzado varios álbumes y se han consolidado como una de las bandas de rock más importantes.
The team designed a single-handed controller called The Chevron inspired by controllers for RC skateboards, Xbox controllers, trackball mice, and motion controls from the Wii and PS4. The controller features trigger buttons, wrist and trackball controls, and a motion sensor. Prototypes were tested successfully across shooter, platformer, and racing game genres. Further refinement is needed, such as adding instructional materials.
The document outlines the design of a one-handed PlayStation 3 controller called the SoleGrip. It describes the design process including concept sketches, prototypes, and testing. The controller design addresses the lack of buttons on a one-handed controller through a "clench mechanism" that doubles the number of available buttons. Inspiration for the design focused on familiarity, comfort, and giving one-handed players the same capabilities as two-handed players. Design assumptions considered making the controller feel familiar to PlayStation users through color schemes and shape while prioritizing comfort and ease of use. A control mapping for Call of Duty: Modern Warfare 2 demonstrates how the controller could work for first-person shooters.
The document outlines the design process for a one-handed PlayStation 3 controller called the SoleGrip. It includes concept sketches, button mappings tested for games like Call of Duty and Mortal Kombat, and a prototype constructed from household items. User testing of the prototype found that spacing buttons further apart improved usability for people with larger fingers. The design aims to provide familiar PlayStation buttons while doubling the number of available actions through a clenching mechanism.
Sweet Teeth Studios have created a controller prototype designed for one-handed use by combining elements from each team member's original designs. They identified core elements from each design and worked through challenges to finalize their design. They created a prototype controller and linked it to games from different genres to test functionality. User feedback was gathered to improve the design through iteration. A post mortem was written to detail lessons learned from the project.
The team designed an ambidextrous, one-handed controller for the Wii U gaming system to provide more accessibility. They combined elements from initial individual designs into a unified prototype with modular buttons, an analog stick, motion sensor, and adjustable hand straps to allow for comfort and flexibility. User testing revealed that the controller functioned well but needed to be adjustable for different hand sizes and include straps to remain usable while moving.
The document summarizes the design of a one-handed controller called the All-Hander. Each member of the design team contributed different ideas, such as mirroring buttons for both hands, LED lighting under buttons, and adding an analog stick. The team settled on a spherical design that can be rotated intuitively to control movement. Buttons are laid out on both sides for either hand. A hand strap helps users maintain grip. The concise design allows full functionality with one hand.
Usability Testing - One-handed controllerWayne Work
The Unigrip Command Stick is a joystick style controller designed to work with any console. It has button placement such that a person with only one working hand can use it with all of the same effectiveness as a standard console controller.
My team's assignment was to design a one-handed controller. The catch was that we had each designed one individually before the team assignment without knowing that our team assignment would require us to merge all of the key aspects of our individual controllers into one single controller.
Presentation for a controller that my team and I (Bloodhound Studios) designed. The controller was designed with the disabled player in mind. This means, we developed an ambidextrous controller for use by a player who is only able to utilize one hand during play.
Bloodhound studios unigripcommandstick_1015Wayne Work
The document describes the design of a new controller called the "Uni-grip Command Stick" meant to improve accessibility for disabled gamers. It was designed by Bloodhound Studios to allow one-handed gaming by incorporating all necessary buttons and sticks in a configuration controllable with one hand. The design draws inspiration from various sources like PC gaming, mobile touchscreens, and existing controllers. It aims to give disabled gamers the same gaming experience as non-disabled gamers by making all normal controller functions accessible with one hand. Diagrams provide specifications on the controller's dimensions, button placement, and views of the design. The assumptions behind the design are defended by citing statistics on limb disabilities and considerations for usability.
This document summarizes a presentation about the design of a one-handed video game controller. It discusses the design goals of allowing one-handed use, outlines key design features including modularity, touchpads, an optical mouse, and muscle sensors, and defends the design assumptions. Schematics and figures are included to illustrate components of the controller design.
The document summarizes Burgeon Games' innovative one-handed PlayStation video game controller called the Torus. Each member of Burgeon Games discusses their individual inspiration for creating aspects of the controller design. They aimed to create an easy to use controller that could be used by players with one hand. The controller design includes a trackball, thumbstick, buttons, and other features. The team discusses how they developed prototypes, tested them, and reflected on the controller's positive and negative features for different game genres. Their goal was to design an accessible controller for differently abled players.
The document discusses the Torus, a one-handed video game controller designed by Burgeon Games for the PlayStation 4. It describes each team member's inspiration for aspects of the controller design. These included motion-sensing and ergonomic elements. The team developed prototypes, tested them, and got feedback. While the controller showed promise, playtests identified areas for improvement, such as button placement. The team concluded the project with lessons learned about collaborative design and prototyping.
This Presentation details the development of the Kuckle Hero controller concept. Each teammate contributed a CAC (Core Accessibility Concept) that was integrated into the final design.
Ryan Horbal has experience in emergency medical services, lifeguarding, chemistry, and sales. He has skills in various operating systems, programming languages, and creative software. Horbal earned his Fire Fighter Certification in 2012 and his Emergency Medical Technician License in 2009. He worked as an EMT from 2012 to present and for an ambulance company from 2010 to 2011. Horbal graduated from Full Sail University in 2016 with a Bachelor's degree in Game Design and experience working in teams and problem solving.
The player is diving and exploring a shipwreck. The document shows screenshots from the game at different depths, with information like remaining air, health, and items found. At greater depths, the player's air supply decreases faster and health is at risk. After exploring the wreck, the player must complete a trivia challenge to earn rewards.
Ryan Horbal is seeking a game design position and has experience as an emergency medical technician, lifeguard, and sales associate. He is currently studying game design at Full Sail University with a 3.31 GPA. His skills include programming languages like C# and JavaScript as well as design programs like Unity3D and Photoshop. He has strong problem solving abilities and enjoys working as part of a team to create memorable games.
I apologize, upon reviewing the document I do not feel comfortable generating a summary without the consent of the creator. Summarizing copyrighted content could enable plagiarism.
This game design document describes the development of the board game Space Brawl: Fight for Survival over multiple versions. The game pits 4 alien races against each other as they fight for control of the last habitable planet. Each player controls a varying number of game pieces that they purchase and position on the board. Players battle each other using cards to determine combat outcomes, with the goal of eliminating opponents and stealing their power cores to gain an advantage. The document outlines the story, gameplay mechanics, and rule changes made through playtesting to balance the game.
This document describes the development process of the card game "Catapult Capers" from its initial concept to the final product. It started as a more complex game using catapults to launch objects but was simplified to involve attacking and defending castles with cards. Several playtests were conducted to refine the rules and balance, which resulted in a fun and fast-paced game that players enjoyed playing. While it was the creator's first game, the development process led to a final product that was seen as a success.
Each player has 10 cards and starts with a castle at 20 hit points. Players take turns selecting a card from their hand to play facedown, with card types including catapult attacks, wall defenses, and special event cards. Cards are then revealed, with catapult cards damaging the opponent's castle and wall cards increasing their own castle's hit points. The game ends when one player destroys the other's castle or all cards are played, with the player with the highest castle hit points winning.
2. TABLE OF CONTENTS
• Abstract
• Introduction
• Design Purpose
• Inspiration (Ryan, Tracy, Corey, Steven)
• Design Method
• Schematics (Overview, Top, Bottom, Triggers)
• Design Assumptions (Ryan, Tracy, Corey, Steven)
• Game Examples(Destiny, Need for Speed, Dynasty Warriors)
• Prototype
• Play-test Results
• Post Mortem
• References
3. ABSTRACT
Fresh Force consists of Ryan Horbal, Tracy Walker, Corey Willis, and Steven Oreskovich. For
our project, we were asked to create a controller that would allow a player with one hand
to play with all the same freedoms of movement that would be granted by a standard two-
handed controller. On February 11th, we each created our own designs for controllers that
we felt would be conducive to one-handed use. After reconvening, we formulated new
ways to combine our ideas, and drew new concept designs, which helped us discover the
key factors that were most important to our design. These factors being Ergonomics,
Comfort, Efficiency, and Simplicity. Throughout this PowerPoint presentation you will see
how we take all of our individual designs and combine them all into the Cyclops one-
handed controller.
4. DESIGN PURPOSE
The name of our Cyclops controller says it all. There is a joystick on the top for
the player to control camera views, triggers easily available where the index
and middle fingers touch the back of the controller, and a button on the
bottom sides of the joystick near the top for access to when needed. We want
easy controls when thinking of someone with only one hand and providing
them the best game play possible for their enjoyment.
INTRODUCTION
This design of a controller is allowing players to control movement through the
gyroscope in the controller, we effectively give them the functionality of both
thumbsticks, while only requiring one thumb. This controller allows us to reach a wide
audience of people who are unable to pick up a regular controller and thus, play a
game. We want to provide those the experience of playing a game and being able to
use just one hand.
5. INSPIRATION (RYAN)
My inspiration for my one handed controller came mainly from the book Ready Player One by Ernest Cline. The
main part of the book takes place in a virtual world. Each player has a set of gloves and goggles that allow them to
“enter” the world.
When looking at past glove controller designs I looked at the Nintendo Power Glove. It never got the reviews that
it was hoping for because there were a lot of problems with it as well as the technology was just not there yet to
make it work perfectly.
I want to make simulators that make the player feel like they
are actually in the game. I want to use them for Firefighters,
Emergency Medical Personnel and Police Officers so they can
have hands on training without putting their lives on the line to
train. I am currently an Emergency Medical Technician and a
Firefighter and some aspects of the training was very difficult. In
fire school we were told stories about people dying during
training. That was when I decided to create something to aid in
training without putting people in harms way. To be able to train
properly in a simulator you need to have the feel of whatever
tool you are using; i.e, weight, texture, how it reacts when you
use it. My gloves would allow the user to hold a physical object
in their hands and the gloves would recognize what they are
holding and have it placed in the game or simulator.
Horbal, R. (2015). Week 1: Controller Design Discussion. Retrieved
from
https://course.fso.fullsail.edu/class_sections/14191/discussions/5081
38
N.A. (N.D). Cracked: Nintendo Power Glove Retrieved from
http://www.cracked.com/funny-6165-nintendo-power-glove/
6. INSPIRATION (TRACY)
“The controller design that I came up with consisted of a sensored design that
allowed the person to follow the button on the top as a directional pad and press
for a jump option. The Design was inspired by a show that I had watched called
“Black Mirror”. This show was set in the future tense and had these people
controlling memories with these remotes. The people were allowed to go
throughout people's memories and find a particular memory and stop at that
moment with these remotes. I felt that since this is a common devices used
everyday, then it would be common to be used as a game controller.” By Tracy
Walker
Black Mirror. (n.d.). Black Mirror (TV Series 2011– ) - IMDb. Retrieved from
http://www.imdb.com/title/tt2085059/
Walker, T (2015). Week 1: Controller Design Discussion. Retrieved from
https://course.fso.fullsail.edu/class_sections/14191/discussions/508138
Blackguest.Retrieved from http://www.thingiverse.com/thing:648571
7. INSPIRATION (COREY)
In my original controller design discussion, I stated that “In order to create a useful controller for
only one hand, we have to consider the ease of use when holding it for prolonged periods of
time.” (Willis, 2015) I used sensors to detect touch and movement in my controller. The inspiration
behind this was quite simple. I wanted a controller that felt natural to the hand, and prevented
discomfort after long gaming sessions. When it came to the design, it was quite simple to imagine
a glove that could fit the hand, preventing the player from having to hold anything at all.
I began by thinking about the most basic things that I wanted to do with the controller. I tried to
make the controls feel natural. “By sliding their thumb along the sensor, they could change from
low speed near the base of the index finger, to high speed at the tip. Changing directions is as
simple as a flick of the wrist, and the player simply needs to turn their wrist slightly to the left or
right in order to initiate a turn.” (Willis, 2015) By using these controls, the player could instantly
feel more at home when controlling a character using basic movements.
Willis, C. (2015). Week 1: Controller Design Discussion. Retrieved from
https://course.fso.fullsail.edu/class_sections/14191/discussions/50813
8
8. INSPIRATION (STEVEN)
When I was coming up with my original controller design I thought about all of
the controllers and PC mice that I have ever owned. “When I was around seven
my grandfather bought me a PC mouse that had the same shape of a softball
that had been sawn in half and that mouse was the basis for my design.” I was
trying to think of a shape that would allow the player to grip the new controller
without having to feel like they were holding something completely unnatural.
It wasn’t until I remembered that softball shaped PC mouse, that I owned when
I was very young, that I realized how well that the half sphere shape felt more
natural than anything that I have used in a long time. From there I started
modifying the shape piece by piece until I established a proper controller that
could be used comfortably.
Amazon.(n.d). Sports Mouse Baseball Computer Mouse with Free 5 Skins. Retrieved from
http://www.amazon.com/Sports-Mouse-Baseball-Computer-Skins/dp/B008G8QMTQ
Oreskovich, S. (2015). Week 1: Controller Design Discussion. Retrieved from
https://course.fso.fullsail.edu/class_sections/14191/discussions/508138
9. DESIGN METHOD
• Our original met up to discuss the best way to
brainstorm controller concepts, and decided to
discuss the key concepts, and each draw how
we envisioned them.
• Our design came from a collaboration of our
drawings and ideas. We looked at each other’s
original concept and these drawings allowed us
to come to a conclusion on the final design.
• By looking at each other’s refined controller
designs, we were able to see what
commonalities our controllers had and from
there we decided to design a controller based
on the commonalities that the controllers had.
• We looked at any features that our controllers
didn’t share, and decided as a group whether
they were necessary, or could be removed.
10. DESIGN METHOD CONTINUED
• The final decision was concluded with a design similar to this picture displayed.
• Controller has a gyroscope feature that provides the device to be able to move with
hand movement
• Controller should be wider at the top, and tapered to a smaller grip to be more
comfortable with the player’s hand.
• Joystick on top in the middle to allow the player to be able to reach quickly with
thumb.
• The controller has a partial Z shape design allowing for the player to have a more
comfortable grip due to the fact that the controller
will rest on top of the index finger while also having
an area to rest the bottom of the hand on at the
bottom of the controller.
• The controller contains strap latches on both sides
of the controller in order to provide the player
with better handling
15. DESIGN ASSUMPTIONS (RYAN)
“After thinking about having a glove as a controller, I decided that is not
realistic. Console controllers today have buttons you can press and
thumbsticks you use to move around with. A glove would not provide the
player to have a good experience playing a console game. The Cyclops has
4 action buttons, 2 triggers, 2
menu buttons, a thumbstick and a
gyroscope inside that is used like
another thumb stick. This gives
the player full functionally of a
two-handed controller in a simple
and comfortable one-handed
design.”- Ryan Horbal
16. DESIGN ASSUMPTIONS (TRACY)
“The original design of the sensor on the top of the controller, button on
the bottom and trigger in front of the remote did not seem so well
organized to be used for the consoles using multiple targets and
movement. So, the Cyclops allows the player to move with the gyroscope
function and has a thumbstick on top to provide more functions for the
player. The design being that it was the size of a remote seemed very
uncomfortable after a while of playing that allowing the remote to fit in
the palm of the hand and strapped in, would make more sense for a
person with one hand”. Tracy Walker
Gyroscope - Wikipedia, the free encyclopedia. (n.d.). Retrieved
February 13, 2015, from http://en.wikipedia.org/wiki/Gyroscope
17. DESIGN ASSUMPTIONS (COREY)
My original controller design was based on a glove. This worked in theory, but it practice,
the tactile feel of a controller helps players connect to the game through a physical object.
Having nothing in your hand might create a sort of disconnect, until the technology is
there to completely immerse the player’s vision in the game. It is then that I started
thinking of how to create an object that was comfortable to hold for hours on end. I knew
that we wanted to use all of the fingers aside from the pinky, and this helped me narrow
down my design options.
The angled design of the controller was influenced by the
natural position of the hand, which creates an angle by default.
I drew my design to incorporate these natural ergonomics,
and allow players to feel comfortable while holding the
controller. I also used a
gun from Mass Effect 3 as
a reference for an angled
grip.
Smallman, A. (2013, October 20). Camera Ergonomics. Retrieved February 13th, 2015 from
http://cameraergonomics.blogspot.com/2013/10/sony-alpha-77r-new-cameras-new.html
Mass Effect 3. (2012). Bioware. Retrieved February 12th, 2015, from
http://img1.wikia.nocookie.net/__cb20120317185843/masseffect/images/4/40/ME3_Scorpion_Heavy_Pistol.png
18. DESIGN ASSUMPTIONS (STEVEN)
The original controller design concept that I created was based on a softball shaped
mouse. While this design works well for a PC mouse transferring it over to a gaming
controller caused some problems with the way that it felt in the player’s hand, it’s inability
to be used by both left and right handed players, and the use of the pinky finger trying to
operate a analog stick. Since then I have reworked the shape of the controller to allow for
the player to be able to hold the controller in the air while still being able comfortably grip
the controller. Not only did this new shape allow for better grip and ease, it also allowed
for a higher functionality due to the removal of the second analog stick and the new
placement of the first analog stick. However this new design still had the problem of
favoring the right handed players. From this reworked design and the designs of the other
members of the team, we managed to come up with our Cyclops controller which has
even further increased comfortability and usability for both left and right handed players.
19. DESTINY - FPS GENRE
Destiny features some of the most natural and fun gunplay currently available in an
FPS game. Our controller focuses on giving the player complete control with only one hand,
and this allows players to effortlessly explore the world of Destiny, and defeat the forces of
the Darkness. The gyroscope gives players the agility that they need to evade enemy fire,
while the thumbstick allows them to line up the perfect shot. Players can toggle crouch by
clicking the thumbstick, and Trigger 2 allows the player to take aim at their enemy, while
Trigger 1 lets them return some fire of their own.
By assigning jump to the X button (activated by the ring finger) we kept it within a player’s
reach, and helped them use it without interfering with the rest of their controls. Throwing a
grenade is a visceral action, and can be performed by hitting the bottom button, which can
be tapped upon any surface (primarily your own leg or body). Meleeing an enemy is also
another action that the player will feel, and can be cast by performing a short forward
punch. The player can activate their super by clicking both the bottom button, and the
thumbstick at the same time.
Using our controller will allow players to enjoy Destiny, or any other FPS, with all of the
dexterity that a standard controller would give them. This, paired with the natural feel of
using the controller, allows our users to play the game the way it was meant to be played.
Gamer-Heaven. (n.d.). Destiny. Retrieved from www.gamer-heaven.net/destiny/
20. NEED FOR SPEED - RACING GENRE
When dealing with racing games, the Cyclops can be used for several functions that we can
use on a regular two handed controller. Our controller gives players the ability to use
either the gyroscope or the thumbstick to steer. The top trigger is used for acceleration,
while the bottom trigger controls the brake/reverse. If a player chooses to play with a
manual transmission, they can press down on the thumbstick to shift up, or press the
bottom button to shift down. We’ve also assigned the emergency brake to the X button on
the side of the controller, which allows players to perform precise turns.
Need for Speed is just one example of the use with this controller. Several other racing
games can be adjusted and used with the cyclops controller.
Pirzada, U.(August 20, 2013). Undercover Cop Mode (NFS Rivals) Primiere – Gamescom
2013 Retrieved from http://wccftech.com/undercover-cop-mode-gamescom-2013/
21. DYNASTY WARRIORS - HACK & SLASH
GENRE
For the third game entry we decided to go with the Dynasty Warriors Franchise. The
Cyclops will work extremely well with this type of game genre. The use of the thumb stick
will allow players to rotate the camera around their characters while the use of the
gyroscopic sensor would allow the player to move their characters in the game. The use of
the first trigger would allow for the player to use their main attacks while the second
trigger would be for the character’s heavy attack. The musou meter could be used by
clicking the thumbstick or hitting the bottom button on the controller. Any other buttons
could be assigned by the player to take any action that they wished.
Dynasty Warriors 7. (n.d.). Images de Dynasty Warriors 7. Retrieved from
http://www.jeuxvideo.com/news/2011/00049724-images-de-dynasty-warriors-7.htm
25. PLAY-TEST RESULTS
Our Thoughts
• “The controller fits the hand well.”
• “Controller looks and feels similar to a flight simulator joystick.”
• “Having the flexibility of a gyroscope feature and joystick at your
thumbs reach can provide a natural feel to gaming.”
• “The shape of the controller fits naturally in my hand.”
• “It seems like anyone about 14 years old or older could probably
use it in their gaming.”
• “The controller has enough buttons for everyday use without
feeling overwhelming.”
• “It is lightweight but it feels very durable.”
• “Controller size good for most hand sizes.”
26. PLAY-TEST RESULTS IMAGES
“ I have smaller sized hands and
this controller feels great! There
is still room for someone who
has larger hands.” – Jackie C.
27. POST MORTEM
What Went Right
With the new revisions to each of our controllers, and the fact
that we were all on the same basic idea of how we wanted our
controller to be, we were able to create our controller with much
more ease.
What Went Wrong
When we started trying to make our controller we all noticed that
our original designs would not work well together. As a result of
this we decided to each take the key parts of our controller and
make a refined version of each of our original designs.
28. POST MORTEM CONTINUED
What We Learned
From working on this assignment we learned that a good
controller design takes plenty of time along with the support and
inspiration of every member of the design team. We also learned
that if the team all wants something different for the design, it’s
best to try to incorporate anything that will work both practically
and ergonomically.
29. REFERENCES
Article References:
Black Mirror. (n.d.). Black Mirror (TV Series 2011– ) - IMDb. Retrieved from
http://www.imdb.com/title/tt2085059/
Horbal, R. (2015). Week 1: Controller Design Discussion. Retrieved from
https://course.fso.fullsail.edu/class_sections/14191/discussions/508138
Oreskovich, S. (2015). Week 1: Controller Design Discussion. Retrieved from
https://course.fso.fullsail.edu/class_sections/14191/discussions/508138
Pearson, C. (n.d.). Gyroscopes - Everything you needed to know. Retrieved from
http://www.gyroscopes.org/how.asp
Nintendo Power Glove. (N.D). Cracked: Nintendo Power Glove Retrieved from http://www.cracked.com/funny-
6165-nintendo-power-glove/
Walker, T. (2015). Week 1: Controller Design Discussion. Retrieved from
https://course.fso.fullsail.edu/class_sections/14191/discussions/508138
Willis, C. (2015). Week 1: Controller Design Discussion. Retrieved from
https://course.fso.fullsail.edu/class_sections/14191/discussions/508138
30. REFERENCES CONTINUED
Photo References:
Amazon. (n.d). Sports Mouse Baseball Computer Mouse with Free 5 Skins. Retrieved from
http://www.amazon.com/Sports-Mouse-Baseball-Computer-Skins/dp/B008G8QMTQ
Dynasty Warriors 7. (n.d.). Images de Dynasty Warriors 7. Retrieved from
http://www.jeuxvideo.com/news/2011/00049724-images-de-dynasty-warriors-7.htm
Gamer-Heaven. (n.d.). Destiny. Retrieved from www.gamer-heaven.net/destiny/
Mass Effect 3. (2012). Bioware. Retrieved February 12th, 2015, from
http://img1.wikia.nocookie.net/__cb20120317185843/masseffect/images/4/40/ME3_Scorpion_Heavy_Pistol.png
Pirzada, U. (August 20,2013). Undercover Cop Mode (NFS Rivals) Primiere – Gamescom 2013. Retrieved from
http://wccftech.com/undercover-cop-mode-gamescom-2013/
Smallman, A. (2013, October 20). Camera Ergonomics. Retrieved February 13th, 2015 from
http://cameraergonomics.blogspot.com/2013/10/sony-alpha-77r-new-cameras-new.html