skip to main content
research-article

Using “tilt” as an interface to control “no-button” 3-D mobile games

Published: 06 November 2008 Publication History

Abstract

Mobile phones offer considerable challenges for game developers, and not least among them is the user interface, which is primarily optimized for number entry rather than for playing games. In fact, due to the limitations one of the most desirable criteria for mobile games has the design of games controlled by a one-button interface. However, this type of interface has only been seen as applicable for casual games, where mastering the interface is de-emphasized. As a number of mobile phones are starting to appear with 3-D accelerometers, game developers have the opportunity to investigate new interface mechanisms. In this article we illustrate how accelerometers provide the possibility of a no-button mobile game. While 3-D accelerometers offer a range of possible interface mechanisms, the one that requires minimal signal processing and no external references is motion, and in particular, tilt, and as such is eminently suitable for mobile phones. In this article we explore a tilt interface for a 3-D graphics first-person driving game titled Tunnel Run, and compare the user experience playing the same game with a traditional phone joypad interface and with a tilt interface in two different modes. The results show that the tilt interface was experienced as fun, and certainly seemed more attractive to players, who said they would not have played this type of game otherwise.

References

[1]
Bartlett, J. 2000. Rock ‘n’ Scroll is here to stay. IEEE Computer Graphics and Applications (May/June), 40--45.
[2]
Bucolo, S., Billinghurst, M., and Sickinger, D. 2005. User experiences with mobile phone camera game interfaces. In Proceedings of the 4th International Conference on Mobile and Ubiquitous Multimedia (Christchurch, New Zealand, Dec. 8 --10), 87--94.
[3]
Chehimi, F., Coulton, P., and Edwards, R. 2006. Evolution of 3D mobile games development. J. Personal and Ubiquitous Computing (Nov.), 1--7.
[4]
Coulton, P., Edwards, R., Bamford, W., Chehimi, F., Gilbertson, P., and Rashid, M. 2007. Mobile games: Challenges and opportunities. Advances in Computers 69, Elsevier Press, New York.
[5]
Coulton, P., Rashid, O., Edwards, R., and Thompson, R. 2005. Creating entertainment applications for cellular phones. ACM Computers in Entertainment 3, 3 (July).
[6]
Fishkin, K., Gujar, A., Harrison, B., Moran, T., and Want, R. 2000. Embodied user interfaces for really direct manipulation. Communications of the ACM, 43, 9 (Sept.), 75--80.
[7]
Gilbertson, P., Coulton, P., and Vajk, T. 2007. Using tilt as the input for 3D mobile games. In Proceedings of the 3rd International Conference on Games Research and Development (CyberGames '07, Manchester UK, Sept. 10--11).
[8]
Nokia. 2006.Turn limitation into strength: Design one-button games. Version 1.0, May 15.
[9]
Vajk, T., Bamford, W., Coulton, P., and Edwards, R., 2008. Using a mobile phone as a “Wii-like” controller for playing games on a large public display. Int. J. Computer Games Technology, article ID 539078.
[10]
Wigdor, D. and Balakrishnan, R. 2003. TiltText: Using tilt for text input to mobile phones. In Proceedings of the 18th Annual ACM Symposium on User Interface Software and Technology (Vancouver, B.C.), 81--90.

Cited By

View all

Index Terms

  1. Using “tilt” as an interface to control “no-button” 3-D mobile games

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image Computers in Entertainment
    Computers in Entertainment   Volume 6, Issue 3
    SPECIAL ISSUE: Media Arts
    October 2008
    256 pages
    EISSN:1544-3574
    DOI:10.1145/1394021
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 06 November 2008
    Accepted: 01 June 2008
    Revised: 01 May 2008
    Received: 01 September 2007
    Published in CIE Volume 6, Issue 3

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. C++
    2. J2ME
    3. Java
    4. Mobile
    5. Symbian
    6. games
    7. mobile phone
    8. motion sensors
    9. usability

    Qualifiers

    • Research-article
    • Research
    • Refereed

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)23
    • Downloads (Last 6 weeks)2
    Reflects downloads up to 28 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all

    View Options

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media