Smith, Andrew C2008-12-172008-12-172008-05Smith, AC. 2008. Towards an affordable alternative educational video game input device. IST-Africa Conference, Windhoek, Namibia, 7-9 May 2008, pp 8978-1-905824-07-6www.IST-Africa.org/Conference2008http://hdl.handle.net/10204/2763The authors present the prototype design results of an alternative physical educational video gaming input device. The device elicits increased physical activity from the players as compared to the compact gaming controller. Complicated and expensive alternative input devices are available, but remain unaffordable for developing countries. They propose a design that is more suitable for local manufacture in developing countries. In addition, they are concerned about the social isolation experienced by gamers. To address this, they project the gaming area onto the floor in front of players and the spectators. This is to encourage co-located collaboration and increased social interaction between players and the spectators. Four players take positions around the projected rectangular image. Angle sensors attached to each player’s elbows serve as game inputs. As an educational component, the game incorporates the graphical display of dynamic vectors. They present an overview of the educational gaming software developed, the mechanical design implemented, the advantages and limitations of their input device, together with recommendations for future development.enFloor projectionVector algebraBody-driven input deviceMeraka - ICT in EducationTowards an affordable alternative educational video game input deviceConference PresentationSmith, A. C. (2008). Towards an affordable alternative educational video game input device. http://hdl.handle.net/10204/2763Smith, Andrew C. "Towards an affordable alternative educational video game input device." (2008): http://hdl.handle.net/10204/2763Smith AC, Towards an affordable alternative educational video game input device; 2008. http://hdl.handle.net/10204/2763 .TY - Conference Presentation AU - Smith, Andrew C AB - The authors present the prototype design results of an alternative physical educational video gaming input device. The device elicits increased physical activity from the players as compared to the compact gaming controller. Complicated and expensive alternative input devices are available, but remain unaffordable for developing countries. They propose a design that is more suitable for local manufacture in developing countries. In addition, they are concerned about the social isolation experienced by gamers. To address this, they project the gaming area onto the floor in front of players and the spectators. This is to encourage co-located collaboration and increased social interaction between players and the spectators. Four players take positions around the projected rectangular image. Angle sensors attached to each player’s elbows serve as game inputs. As an educational component, the game incorporates the graphical display of dynamic vectors. They present an overview of the educational gaming software developed, the mechanical design implemented, the advantages and limitations of their input device, together with recommendations for future development. DA - 2008-05 DB - ResearchSpace DP - CSIR KW - Floor projection KW - Vector algebra KW - Body-driven input device KW - Meraka - ICT in Education LK - https://researchspace.csir.co.za PY - 2008 SM - 978-1-905824-07-6 T1 - Towards an affordable alternative educational video game input device TI - Towards an affordable alternative educational video game input device UR - http://hdl.handle.net/10204/2763 ER -