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Next-gen Game Controllers Tug At Thumb Tips

An anonymous reader writes "Engineers at the University of Utah have designed a new kind of video game controller that not only vibrates like existing devices, but pulls and stretches the thumb tips in different directions to simulate various types of movement. 'We have developed feedback modes that enhance immersiveness and realism for gaming scenarios such as collision, recoil from a gun, the feeling of being pushed by ocean waves or crawling prone in a first-person shooter game,' said the lead researcher on the project, adding he hoped the technology would be adopted in the next generation of gaming consoles."

47 of 77 comments (clear)

  1. Could it be possible that by FunkyRider · · Score: 2, Funny

    It pulls too hard and break your thumb? ouch!

    --
    just wonder why there are so many anonymous cowards in this world....
    1. Re:Could it be possible that by sideslash · · Score: 4, Funny

      It pulls too hard and break your thumb? ouch!

      Not sure why this was downvoted. That would be a cool feature for Grand Theft Auto when you don't fulfill your obligations to the mafia.

    2. Re:Could it be possible that by mjwx · · Score: 1

      It pulls too hard and break your thumb? ouch!

      Not sure why this was downvoted. That would be a cool feature for Grand Theft Auto when you don't fulfill your obligations to the mafia.

      Or a great incentive for you to buy the latest DLC.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  2. hmm... by amoeba1911 · · Score: 4, Interesting

    "...not only vibrates like existing devices, but pulls and stretches the thumb tips in different directions to simulate..."
    what kind of games are these guys playing?

    1. Re:hmm... by tepples · · Score: 2

      Apart from your joke that probably refers to H-games...

      Read the article and you'll see what kind of games they tried it with. In platformers, it signals when the character has run into a wall. In stealth games, it mimicks the left-right motion of a low crawl. In driving games, it signals when the steering mechanism is offering resistance. And in fishing games, it signals when a fish is biting.

    2. Re:hmm... by Chrisq · · Score: 1

      "...not only vibrates like existing devices, but pulls and stretches the thumb tips in different directions to simulate..." what kind of games are these guys playing?

      And if it is only their thumbs they are putting in the controller.

    3. Re:hmm... by martin-boundary · · Score: 1

      what kind of games are these guys playing?

      The kind that puts hair on your chest^H^H^H^H palms.

    4. Re:hmm... by PopeRatzo · · Score: 2

      "...not only vibrates like existing devices, but pulls and stretches the thumb tips in different directions to simulate..."
      what kind of games are these guys playing?

      I don't know, but if I know one thing about console gamers, it'll be more than their thumbs that are going to get tugged.

      I can see a lot of very interesting emergency room visits arising out of these next-gen controllers.

      And how funny will the inevitable warning labels on the new controllers be? "WARNING: Use of these controllers by any body part other than thumbs and fingers is not recommended, may be dangerous and could result in a great deal of laughter among emergency room staff."

      But you think that's going to stop every intrepid gamer from trying to play Bayonetta with his willy? No sirree bob. Not a chance. It won't even slow him down.

      --
      You are welcome on my lawn.
    5. Re:hmm... by vidnet · · Score: 1

      So pretty much like the Microsoft Sidewinder Force Feedback joystick from 1998.

      I had one of those. It had its moments, particularly when getting hit, but ultimately it didn't add much to the overall experience.

      The only great force feedback application I've seen in a game is the buzzer alerting your drunken, distracted friends that it's their turn in Mario Party.

  3. Bah by mvar · · Score: 4, Insightful

    There's still a long way till they manage to make a game controller that is actually better than the keyboard & mouse combo..

    1. Re:Bah by tepples · · Score: 1

      Keyboard and mouse are fine for single player, not so fine for multiplayer when you have mates over. For that, you need gamepads or remotes (e.g. Wii Remote or PS Move). And in a first-person shooter with keyboard and mouse, how do you control your walking speed and angle, other than a mere walk/run toggle or 45 degree increments of forward and sideways?

    2. Re:Bah by vlm · · Score: 2

      keyboard and trackball here. I don't game on something as low res as 1080, not since I upgraded to that 1600x1200 CRT from the 90s.

      Anyway the question I have here is what is the tendonitis effect of random force at random positions and times? My guess is its either really good to prevent repetitive stress injuries or really bad when it creates weird strain injuries.

      It'll probably only be used as an obnoxious gimmick, but I could see something like skyrim style lockpicking having some real world force feedback.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    3. Re:Bah by Anonymous Coward · · Score: 1

      I may have had a lot worse precision playing Mechwarrior (3-4?) a long time ago, but it sure was a lot more fun with my old Logitech Wingman Force joystick than with my keyboard & mouse combo, that joystick had some powerful servos and a steel cables that allowed for some very strong and precise Force feedback effects, just the walking Mech effect was enough to make aiming at far objectives hard.

      I may need to dust it off an reinstall the game one more time. Back then I used to have a 3D shutter glasses for my 19" 1920*1440 CRT display. I need to rebuild the whole system for some 3D retro gaming awesomeness.

    4. Re:Bah by Anonymous Coward · · Score: 1

      Umm you do realize that the mouse moves in four directions?

      I use a trackball and can run one way, look another, shot you in the head and then turn back to my original direction or a new one and keep going. ANY PC gamer worth his salt in an FPS can move and shot in two different directions.

      Thsi doesn't mean I disagree about "when you have yer mates over" but not everyone wants 10 sweaty guys in their living room to play MP games.

    5. Re:Bah by kamapuaa · · Score: 2

      The marketplace has already decided that game controllers are already better than mouse & keyboards. It's not like keyboard & mouse technology is anything new, game controllers could and have made them an option for consoles - I remember shooters on the Dreamcast gave that as an option. They weren't popular, so it's no longer a thing.

      Anyway we live in a world where you can play Skyrim on your XBox with a controller or on your computer with a keyboard + mouse, so really who cares.

      --
      Slashdot: providing anti-social weirdos a soapbox, since 1997.
    6. Re:Bah by mvar · · Score: 1

      Uhm, I own a console and play games regularly with my gamepad..Still I prefer the KBM for FPS & RTS games. Could you repeat the reason you were trolling me for?

    7. Re:Bah by tepples · · Score: 2

      Umm you do realize that the mouse moves in four directions?

      Yes: rotate the camera up, down, left, and right. But because these directions are proportional, one can aim at any speed and direction. The WASD keys, on the other hand, are like an 8-directional digital control pad, and you need a fifth key to toggle between usually two movement speeds (walk and run).

      not everyone wants 10 sweaty guys in their living room to play MP games.

      I was thinking two to four players, which is an improvement over KBM's one player especially if the people visiting your home can't bring their own family PCs. Maybe KBM on a LAN is best for FPS and RTS and gamepads for everything else.

    8. Re:Bah by MattSausage · · Score: 1

      They weren't popular because they radically unbalanced most games in favor of the KB and Mouse players. Basically it became a 'pay for results' sort of thing. Apparently in testing a few games in the last console generation in order to make the games even slightly competitive between the two options, auto-aim had to be turned up to an unacceptable degree for the joystick players.

    9. Re:Bah by tepples · · Score: 1

      Anyway we live in a world where you can play Skyrim on your XBox with a controller or on your computer with a keyboard + mouse, so really who cares.

      Who cares are indie video game developers who lack the resources to move to Austin, Boston, Seattle/Vancouver, or other cities with multiple mainstream publishers. (I've already explained why in detail several times before.)

    10. Re:Bah by Amtrak · · Score: 2

      Solution: One Mouse for looking and clicking on stuff, one 12 button joy stick for controlling the legs/button mashing. There was that really that hard? The only thing that makes computer games better than consoles when it comes to input devices is choices. On a computer you can remap inputs to whatever you want on what ever device you want(Except on a few lazy console ports). This allows the user to use what they are most comfortable with. For example I wouldn't dream of using a game pad to play Civilization or Sim City. In BF3 I like to use a mouse and keyboard for everything but flying. (Flying has to be a game pad or joy stick the mouse is too finicky). And for games like Batman and Assassins Creed I use a game controller because the games just work better with one. So choices, its all about choices.

    11. Re:Bah by garyoa1 · · Score: 1

      I'll drink to that. If they want to really move console games all they have to do is make a keyboard for it.

      --
      Wuddooeyeno? IITYWYBMAD? Like nuts? eclecticallyincorrect.com
    12. Re:Bah by Anonymous Coward · · Score: 1

      No, you're gaming on an even lower resolution.

      1600x1200 = 1,920,000 pixels
      1920x1080 = 2,073,600 pixels

    13. Re:Bah by nemasu · · Score: 1

      Hmm, I guess the absolute best of both worlds would be an analogue stick for movement, and a mouse for aiming.
      That would be pretty cool actually.

      --
      I made an app! Shoutium
    14. Re:Bah by kamapuaa · · Score: 1

      Oh yeah, indie video game makers from small cities, who are releasing games for both consoles and computers. I'm sure there's at least dozens of people upset about that.

      --
      Slashdot: providing anti-social weirdos a soapbox, since 1997.
    15. Re:Bah by Anonymous Coward · · Score: 1

      You're wrong.

      The problem with consoles is that they are used in locations where a conventional keyboard + mouse setup does not work. They're in living rooms, not on desks. They're basically incompatible with the mouse + keyboard combination because of this. You need a surface for the mouse and a surface for the keyboard. Using a controller is much MUCH more convenient to use even in situations where a mouse and keyboard would be a superior controller alternative.

      Any movement of the hand translates immediately to an angle. On a controller, any movement translates to an angular velocity that then has to be controlled to reach the desired angle. This adds a layer of complexity between the player and the game.

    16. Re:Bah by Anubis+IV · · Score: 1

      Better...at what? The mouse is good for one thing: precisely pointing at things in a two dimensional space. And the keyboard is good at one thing: offering a multitude of distinct binary inputs. Those are pretty versatile abilities, so they do work for a variety of games, but that doesn't mean that they are necessarily ideal, and the list of genres that can't fit neatly into those input models is longer than you seemed to imply.

      Granted, they're ideal for some genres. For instance, many MMOs provide a multitude of distinct actions to the player, and a keyboard or MMO-oriented mouse is ideal for that. Strategy games similarly offer a multitude of buttons to press, on-screen items to interact with, and things to click on, so the combo shines there. The ability to band box precisely and quickly also makes the mouse great in real-time strategy.

      But for a racing game or flight sim, the combo falls far short. Similarly, for fighting games it's all but unusuable. Most sports games would be difficult or impossible to play well. Top-down shooters using a mouse are clumsy and awkward when compared to comparable twin-stick shooters. Many platformers, side scrollers, and RPGs, while they do work on PC, are better served by a controller, since they only have a small handful of distinct actions at any time and lack the need for precisely selecting an on-screen object, making the mouse and keyboard massive overkill for their needs.

      Even with first person shooters, nearly always the example of why the mouse and keyboard combo is better, I'd argue that it's still not the best. Granted, it's far better than a traditional controller, and they were definitely the best option available for a number of years, but a mouse adds a virtual divide between the player and the target they're aiming at. You're not physically aiming at your target. Rather, based on feel and the game's visual responses to your movements, you're moving a reticle in-game until it lands over a target. That works, but it's not ideal.

      Something that allows actual aiming at a target is better, such as a light gun or Wiimote. Granted, the light gun has other drawbacks (a lack of way to move the player, for one), and the Wiimote is an early iteration on a technology that still has some issues (response time, precision, etc.), but having played shooters on the PC for years, I was blown away by using the Wiimote with Metroid Prime. It, to me, felt like the direction that first person shooters should be going. I was actually shooting at my enemies, and while it took some adjusting, it was much more natural and enjoyable than the mouse.

      So, as a general input device combo, the mouse and keyboard is great. Controllers aren't likely to replace that anytime soon. But as an ideal input method, the mouse and keyboard combo is really only the best pick for a small handful of genres.

    17. Re:Bah by ObsessiveMathsFreak · · Score: 1

      Go ahead and try to pull off something like this with a keyboard and mouse. Your desperate key clacking would amuse me no end.

      Horses for courses.

      --
      May the Maths Be with you!
    18. Re:Bah by Kreigaffe · · Score: 1

      Really?

      Bunnyhop with your gamepad. Go ahead.

      Walking slowly? I've got a walk key. Further, I can tap my movement keys intermittently.

      Can you spinjump a 180 into a headshot, every time, on a gamepad?

      You can do it on a kb+m, just a little practice.

      FPS games using gamepads have autoaim, while FPS games that use kb+m are more likely to be derided for including such a nubbish feature.

      --
      ... still waiting for this free-as-in-beer free beer I keep hearing about. :|
    19. Re:Bah by Kreigaffe · · Score: 1

      I've gotta back you up against these LCD fanbois.

      I was also a long-time CRT holdout.

      I still haven't seen an LCD that can refresh as quickly and completely as an old CRT, let alone when you've got high contrast AND rapid motion.

      Kids these days think they have it good, but they have no idea. I like my LCD, but, damn. It ISN'T the same, STILL -- and now, there's no alternative. We have to just wait until some sort of flat-screen tech catches up to CRT levels.

      --
      ... still waiting for this free-as-in-beer free beer I keep hearing about. :|
    20. Re:Bah by tepples · · Score: 1

      Bunnyhop with your gamepad. Go ahead.

      AVGN managed to. (As usual, AVGN audio is not safe for work.)

      But seriously, I'll grant that you've made your point about FPS. Now about all the other genres...

    21. Re:Bah by mjwx · · Score: 1

      No, you're gaming on an even lower resolution.

      1600x1200 = 1,920,000 pixels
      1920x1080 = 2,073,600 pixels

      1920x1200 = 2,304,000 pixels. 24" IPS, dual monitors.

      PC's aren't limited to 1080p. I could have 4,096,000 pixels each on two monitors but I have a stubborn refusal to pay over $300 for a monitor.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    22. Re:Bah by tmarsh86 · · Score: 1

      I prefer to be in a comfortable chair and nothing in my lap while playing videogames, thank you very much.

    23. Re:Bah by timftbf · · Score: 1

      FPS games using gamepads have autoaim, while FPS games that use kb+m are more likely to be derided for including such a nubbish feature.

      FPS games are dull, so it's not an issue. Thankfully, some interesting games are still made for consoles as well.

  4. Who's with me? by theghost · · Score: 1

    I hereby make a motion that everyone immediately and permanently stop work on all controller innovations that do not involve jacking our brains directly into the computer. Who's with me?

    --
    The only thing necessary for the triumph of evil is that good men do nothing.
    1. Re:Who's with me? by ackthpt · · Score: 1

      I hereby make a motion that everyone immediately and permanently stop work on all controller innovations that do not involve jacking our brains directly into the computer. Who's with me?

      Oh, I'm fine with that, it's the pills ... THE PILLS!!!

      --

      A feeling of having made the same mistake before: Deja Foobar
    2. Re:Who's with me? by mjwx · · Score: 2

      I hereby make a motion that everyone immediately and permanently stop work on all controller innovations that do not involve jacking our brains directly into the computer. Who's with me?

      They have a hard enough time getting DRM to work with DVD drives without breaking the entire OS, why the hell would you let them interface with your brain. They'll likely overwrite your respiratory drivers without telling you and due to poor coding, the DRM will shut down one or both of your lungs when daylight savings kicks in.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  5. Not sure... by Xandrax · · Score: 1

    ...I want to know what type of computer simulations this type of controller technology will lead to.

  6. SDI = fireball; DSDI = dragon punch. by tepples · · Score: 1

    KBM fanboys claim that they can pull off combos in the Street Fighter series with a keyboard, using WASD for movement, UIO for punches, and JKL for kicks, more reliably than on a joystick. It becomes like typing: SDI = fireball; DSDI = dragon punch. The problem comes when player 2 joins because most PC games don't support the Raw Input API, which is the only way to read keypresses on multiple keyboards as distinct from each other. Or does SFIV for PC support it?

    1. Re:SDI = fireball; DSDI = dragon punch. by Reapy · · Score: 1

      Sort of like the argument for using a hitstick (buttons for movement rather than a joystick).

      No joystick throw == faster input times.

  7. I'll give such a thing a pass by ackthpt · · Score: 1

    I suffer rare instances where my thumb joint becomes inflamed and sensitive, bout lasting for up to two weeks (you really begin to understand how much you rely upon your thumb at times like this) usually set off by some minor little stress, which I haven't quite indentified. Odd I can lift heavy weights, do all manner of physical labor (shoveling, sawing, hammering, pushing, pulling, lifting, twisting) with no problem, than some little movement sets if off, like picking up a coffee mug.

    Whatever happened to eye-motion contollers? That would probably work well.

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:I'll give such a thing a pass by tepples · · Score: 1

      Whatever happened to eye-motion contollers?

      Just because you are looking at a particular object in your view doesn't mean you want to select it. Would you want to have your PC's mouse pointer track the saccades of your eyes while you read a comment like this?

  8. Not new by xeromist · · Score: 1

    This would be new to the console mass market I suppose, but not new as a controller. A small company called Novint has been selling haptic feedback controllers for years now on the PC.

    There's also a company called TNGames that sells a haptic vest designed to simulate bullet hits & explosions.

    --
    This sig is exactly seventy characters long and a real waste of space!
    1. Re:Not new by Jarik+C-Bol · · Score: 2

      having read the article, and looked at the included picture at length, i can honestly say, i've not seen anything exactly like this before, and it seems like a smart idea.

      For those of you who do not care to read the article, the way this particular unit works is this:
      The normal round thumb stick tops have been replaced with a formed sort of depression that the thumb tip fits into, (think, conformed grip)
      in the middle of this space is a hole, with a nub that would only *just* come in contact with the surface of the thumb. This nub moves independent of the gross motion of the control stick, allowing the feedback to not interfere with the fine movement of the control.
      It appears that the movement it makes is sub-dermal. That is to say, it does not slide across the skin, but rather gently pulls at it (press your finger on your arm and wiggle, the skin of your arm moves a little, but your finger does not slide. Like that).

      Sure, it is not a haptic vest, but in terms of ease of use (you just pick it up, you don't have to wear it) i suspect that this is something we will see in the next gen console controllers.

      --
      I've decided to Diversify my Holdings. I've divided my cash between my left and right pockets, instead of all in one.
  9. Really? by Master+Moose · · Score: 2

    Go on, pull the other one. .:)

    --
    . . .gone when the morning comes
  10. Re:Whatever happened to force-feedback? by grumbel · · Score: 1

    Joystick-based gaming mostly disappeared and on a gamepad there isn't enough room for full force feedback.

  11. Force Feedback by Anonymous Coward · · Score: 1

    Next generation force feedback for handheld controllers.

    Maybe the generation after they'll put some sort of gyroscopic motivator inside (gyroscope inside the controller, by using servos to move the gyroscope in one direction, the controller will pull in the other direction).

    *edit* Hah! I was right. http://research.microsoft.com/en-us/um/redmond/groups/cue/GyroTab/

    To appear in the proceedings of ACM CHI 2012, May 2012 --Looks like this is brand new!

    Specifically, from the PDF at the bottom:
    Differences in weight

    Output torques from the device are generally perceived as
    resistance, making a virtual object harder to move around.
    We found that increasing the angular momentum of the
    system could help to convey differences in the weight of a
    virtual object (for example, a vehicle in a game), with high-
    er angular momentums corresponding to heavier weights.
    We envision applications in gaming or tilt-controlled user
    interfaces. This could also be built into handheld measure-
    ment equipment that requires restricting the rate at which
    users can tilt the device.

    Path guidance

    The torques from the device can also be used to create the
    feeling that the device is tugging the user’s hands along a
    path. This perception is based on the fact that the output
    vector is perpendicular to the input vector defined by the
    user’s own torque. We envision this sensation being useful
    in applications such as real-time remote navigation of a
    robot or robotic arm that is intended to follow a certain tra-
    jectory or avoid obstacles.

    Simulated physical media

    Varying GyroTab’s feedback can simulate motion of a vir-
    tual object through different physical media. For example,
    more feedback (and thus more resistance to motion) corre-
    sponds to more viscous media. Similarly, the same mecha-
    nism can be used to simulate friction between a moving on-
    screen object and an on-screen surface. This could, for ex-
    ample, make a virtual ball easier or harder to control as the
    surface it rolls on changes. Beyond gaming, this could be
    extended to any tilt-controlled interface to allow the user to
    detect UI boundaries, for example.

    Momentum
    Finally, the device can be used to covey the momentum of a
    moving object. As described above, the feedback could be
    used to make it difficult to turn a car in a video game, just
    as the forward momentum of a physical car makes it physi-
    cally resistant to quick turns. This is perhaps the most intui-
    tive of these proposed effects, because the feedback itself
    originates from the momentum of physical masses.

  12. For those people whose Konami code includes Select by tepples · · Score: 1
    You can't always use the best controller in each case. One reason is cost, another is mobility, and a third for desktop or set-top uses is how many of a given kind of controller the machine allows.

    Wheel and pedals are best for driving

    Are you talking about realistic driving (e.g. Gran Turismo) or cartoon driving (e.g. Mario Kart)?

    Keyboards and mouse are best for [...] RPG

    In a cooperative action RPG like Secret of Mana, what would players 2 and 3 use?

    [KBM is best for] side scrolling run and gun (such as Abuse or GunGirl)

    True, it'd allow more precise aiming than in Contra. But for those people whose Konami code includes Select, what would player two use?