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Lead Author Major

Computer Science

Lead Author Status

Senior

Format

SOECS Senior Project Demonstration

Faculty Mentor Name

Dan Cliburn

Faculty Mentor Department

Computer Science

Abstract/Artist Statement

The video game industry is constantly evolving. This can be seen through detailed character customization and consoles having the ability to produce high quality cinematic graphics. However, video game input devices, specifically controllers, have not evolved much in the last few years. For example, PlayStation has added many significant changes to the overall performance of its controller, yet it still retains its basic form and function from its inception. This project aims to capture metric data on button input. From this data, one can yield the button pushing frequency and length of time buttons are held based on specific video game genres. This data can then be used to produce an image of the controller where only the more frequently pressed buttons are displayed. In addition, game developers can use this data to create highly tuned video game controllers that suit gamers' preferred style of playing for each video game genre. I will be demonstrating this project with a controller and a laptop running the program while playing a game.

Location

School of Engineering & Computer Science

Start Date

6-5-2017 2:30 PM

End Date

6-5-2017 4:00 PM

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May 6th, 2:30 PM May 6th, 4:00 PM

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School of Engineering & Computer Science

The video game industry is constantly evolving. This can be seen through detailed character customization and consoles having the ability to produce high quality cinematic graphics. However, video game input devices, specifically controllers, have not evolved much in the last few years. For example, PlayStation has added many significant changes to the overall performance of its controller, yet it still retains its basic form and function from its inception. This project aims to capture metric data on button input. From this data, one can yield the button pushing frequency and length of time buttons are held based on specific video game genres. This data can then be used to produce an image of the controller where only the more frequently pressed buttons are displayed. In addition, game developers can use this data to create highly tuned video game controllers that suit gamers' preferred style of playing for each video game genre. I will be demonstrating this project with a controller and a laptop running the program while playing a game.