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IEEE ToH J1

Telemetry-Based Haptic Rendering for Racing Game Experience Improvement

Jiwan Lee, Junwoo Kim, Jeonggoo Kang, Eunsoo Jo, Dong Chul Park, Seungmoon Choi

IEEE Transactions on Haptics (IEEE ToH), 2024 · 17(1) · pp. 72–79

Telemetry-based haptic rendering pipeline and racing simulator
Telemetry-based haptic rendering pipeline and racing simulator.

At a glance

Can the state of a racing game provide more useful haptic effects than its mixed audio signal?

Turning racing-game telemetry into tactile engine, collision, and road effects, with independent control over each part of the driving experience.

Haptic renderingGame telemetryUser experience

The approach

A separate rendering process reads the game's exported telemetry. Engine, collision, and road effects are generated individually, combined with adjustable weights, and delivered through a haptic driving simulator.

Key takeaways

  1. Effects tied to game events

    Separate telemetry signals allow engine, collision, and road sensations to be designed and adjusted individually.

  2. A working driving platform

    The system connects the rendering pipeline to bass shakers installed on the simulator and seat.

  3. User-experience evaluation

    Comparison with sound-based rendering examines the benefits and tuning trade-offs of telemetry-driven effects.

Summary based on Research highlight · POSTECH CSE.

Citation

Publication details & BibTeX
Journal
IEEE Transactions on Haptics (IEEE ToH)
Year
2024
Volume
17
Issue
1
Pages
72–79
DOI
10.1109/TOH.2024.3357885
BibTeX

@ARTICLE{Lee24Telemetry,
  author={Lee, Jiwan and Kim, Junwoo and Kang, Jeonggoo and Jo, Eunsoo and Park, Dong Chul and Choi, Seungmoon},
  journal={IEEE Transactions on Haptics},
  title={Telemetry-Based Haptic Rendering for Racing Game Experience Improvement},
  year={2024},
  volume={17},
  number={1},
  pages={72-79},
  doi={10.1109/TOH.2024.3357885}}

BibTeX: IEEE Xplore · Cite This