Abstract

Trends in digital games and game-based learning development are gradually moving toward physical interactivity and man-machine experiential input. In this study, a motion-sensing wireless handle created by the Industrial Technology Research Institute of Taiwan was applied to a PC-based digital somatosensory learning system. Through wireless signal transmission, a decision tree algorithm was used to verify and analyze the information for determining the corresponding functions and motion-sensing identification. The enhanced accuracy and validity rate of action judgments of physical action signals (action-end device) sent to the somatosensory system can increase the efficiency of instant interaction and fluency between the interface and game system. The research results can be used to develop somatosensory games, add to the collective knowledge in this field, and improve future system efficacy. This study can help developers working on digital games and in other related fields to understand the engines and hardware principles of somatosensory games. Moreover, because ideas are presented without excessive complexity, the results may encourage students to develop somatosensory games.

Highlights

  • The digital content industry is central to the knowledgebased economy and digital economic development

  • The Internet has become ubiquitous in modern society and is an essential platform for digital games; the widespread network provides highgrowth potential for online games in the digital content leisure industry [1], [2]

  • The system simulates the user in space according to physical parameter conversion; the sense of body movements in a measurement space is more accurate in our handle than that in handles with

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Summary

Introduction

The digital content industry is central to the knowledgebased economy and digital economic development. The digital content industry is a part of Taiwan’s ‘‘Two Trillion and Twin Star Industries Development Program,’’ and the digital game industry is a high-growth field with the most potential for generating high-output values. The Internet has become ubiquitous in modern society and is an essential platform for digital games; the widespread network provides highgrowth potential for online games in the digital content leisure industry [1], [2]. With the exception of interactive electronic whiteboards, the use of digital content to teach students has not become widespread. The adoption of electronic whiteboards has been limited to some fields, and direct interaction with students is limited [3].

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