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Principles of operation and the state-of-the-art a 'novel' sensor/actuator technology

Abstract

Sensors and actuators have been around for a long time. Their use was undervalued at some point in time but nowadays they found their way in practically everything. One of the main things would be game controllers which is as popular as mobile phones. With the advent in technological advances, extreme competition in the gaming industry keeps brings new innovative and simple ideas for its users. From the simple, bulky joystick to the sleek, simple to use Wiimote, sensors and actuators has shown their potentials. And yet to come is the new "headband", controlling your persona in the game using your brain directly is the new killer. This article takes you from simple to very complicated designs as to where sensors are being used in the gaming industry.

Introduction

A sensor is a device that detects or measure a physical quantity. The opposite device is an actuator which converts a signal (usually electrical) to some action usually mechanical. A transducer is a device that converts energy from one form into another. Actuators and sensors are therefore forms of transducers. [1]

Just like the user usually interact with interfaces on a computer using Graphical User Interfaces, other devices such as, mouse, joystick, trackball, steering wheel, stylus, tablet, pressure sensitive sphere are examples of human computer interface devices, typically this is another interface but for more haptic feedback. In some interface devices as seen earlier, force feedback or tactile feedback is also provided to the user, more generally knows herein as "haptic feedback". These types of interface devices can provide physical sensations which are felt by the user. One or more motors or other actuators are coupled to the joystick, mouse or other device and are connected to the controlling computer system. In force feedback system, the computer system controls forces on the movement of the joystick or mouse in conjunction and coordinated by displayed events and interactions by sending control signals to the actuators. This invention was directed toward providing a low cost actuator and directional haptic feedback for a haptic feedback interface device. [28], [29], [30]

Conclusion

The gaming industry has revolutionized with the advent of sensors and actuators. The more development actuators and sensors went through, the more innovative and simple was the result for their use for general users. From the joystick to neural impulse actuator as controllers, sensors and actuators showed they use in everyday life. From the simple, bulky joystick to the sleek, simple to use Wiimote, sensors and actuators has shown their potentials. And yet to come is the new "headband", controlling your persona in the game using your brain directly is the new killer. There are still many other types which are being developed for ease of use for the player. The players need is what gets this industry moving at a very fast pace. Sensors and actuators have reached their peak and are still continuing to astound us, users and will continue to do so as long as the need is there. [31, 32, 33]

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