RFID Toolkit for Customizable Game Controlling

This study introduces a customizable passive radio frequency identification (RFID) toolkit supporting bodily movements as well as hiding, showing, or touching objects as gaming inputs (controlling activities). The established toolkit is functional without onboard power sources, making its implementation into clothing, walls, floors, and any self-made game controllers simple and cost-effective. We developed gaming scenarios connecting the physical world to gaming. To play a game, players in the clothing-based scenario can move different parts of their body, such as their arms and legs, whereas players in the floor- and wall-based scenarios can move their bodies right or left in the gaming space. On the other hand, object-based scenarios allow any object to be turned into a game controller. In practical testing, the percentages for average correct input detection, non-detection, and false input were 77%, 14%, and 9%, respectively, which is promising. However, there were a few challenges in detectability and reliability, which must be solved for the next prototype iteration.

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Publication Details

Published
2024-12-18
DOI
https://doi.org/10.1109/rfid-ta64374.2024.10965140
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
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article

RFID Toolkit for Customizable Game Controlling

Ruowei Xiao, Johanna Virkki, Oğuz Buruk, Asif Shaikh et al.
Digital Games and Media
article

RFID Toolkit for Customizable Game Controlling

Ruowei Xiao, Johanna Virkki, Oğuz Buruk, Asif Shaikh, Shiva Jabari, Juho Hamari, Sari Merilampi
article en

Abstract

This study introduces a customizable passive radio frequency identification (RFID) toolkit supporting bodily movements as well as hiding, showing, or touching objects as gaming inputs (controlling activities). The established toolkit is functional without onboard power sources, making its implementation into clothing, walls, floors, and any self-made game controllers simple and cost-effective. We developed gaming scenarios connecting the physical world to gaming. To play a game, players in the clothing-based scenario can move different parts of their body, such as their arms and legs, whereas players in the floor- and wall-based scenarios can move their bodies right or left in the gaming space. On the other hand, object-based scenarios allow any object to be turned into a game controller. In practical testing, the percentages for average correct input detection, non-detection, and false input were 77%, 14%, and 9%, respectively, which is promising. However, there were a few challenges in detectability and reliability, which must be solved for the next prototype iteration.

Tampere University (FI), Satakunta University of Applied Sciences (FI)
Openalex Percentile: Top 53%
Digital Games and Media
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RFID Toolkit for Customizable Game Controlling — Ruowei Xiao, Johanna Virkki, et al. · (2024) | TGRS Research Map | TGRS