Filtering Joystick Data for Shooter Design Really Matters

  • Christoph Lürig
  • Nils Carstengerdes
Part of the Lecture Notes in Computer Science book series (LNCS, volume 6972)


Designing satisfactory, quick and precise control schemes for shooters on consoles remains one of the major game play programming challenges today. Besides the application of game situation specific control aids like soft locking even simple and game unspecific filtering approaches can improve the control quality significantly. In this paper we will objectify and quantify this effect that is well known among game developers as heuristic knowledge.


Frame Rate Game Design Filter Technique High Frame Rate Type Filter 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


  1. 1.
    Time Splitters: Free Radical Design, published by Eidos Interactive, PlayStation 2 (2000)Google Scholar
  2. 2.
    Unreal: Epic Games, published by GT Interactive, PC (May 22, 1998)Google Scholar
  3. 3.
    Natapov, D., MacKenzie, I.: The trackball controller improving the analog stick. In: Proceeding of the 2010 Conference on Future Play, pp. 199–206 (2010)Google Scholar
  4. 4.
    McArthur, V., Castelucci, S., MacKenzie, I.: An Empirical Comparison of "Wiimote" Gun Attachments for Pointing Tasks. In: EICS 2009, pp. 203–208. ACM, New York (2009)CrossRefGoogle Scholar
  5. 5.
    Oh, J., Stuerzlinger, W.: Laser Pointer as Collaborative Pointing Devices. In: Graphics Interface 2002, pp. 141–149 (2002)Google Scholar
  6. 6.
    Crawford, C.: The art of interactive design: A Euphonious and Illuminating Guide to building successful software. No Starch Press (2002)Google Scholar
  7. 7.
    Halo: Bungie Studios, published by Microsoft Game Studios, XBOX 2002 (2002)Google Scholar
  8. 8.
    Bateman, S., Mandryk, R., Statch, T., Gutwin, C.: Target Assistance for Subtly Balancing Competetive Play. In: CHI 2011 (2011)Google Scholar
  9. 9.
    Lürig: Filtering of analogue sticks on joypads for improved control precision. In: ACM FuturePlay 2007, pp. 197–200 (2007)Google Scholar
  10. 10.
    Chestnutt, et al.: An intelligent joystick for biped control. In: IEEE International Conference on Robotics and Automation (2006)Google Scholar
  11. 11.
    Hecker, C.: Metrics Fetishism,
  12. 12.
    Zamitto, V., Seif EI-Nasr, M., Newton, P.: Exploring Quantitative Methods for Evaluating Sports Games. In: ACM CHI 2010, April 10-15 (2010)Google Scholar
  13. 13.
    Holm, S.: A simple sequentially rejective multiple test procedure. Scandinavian Journal of Statistics 6, 65–70 (1979)MathSciNetzbMATHGoogle Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

  • Christoph Lürig
    • 1
  • Nils Carstengerdes
    • 2
  1. 1.Trier University of Applied ScienceGermany
  2. 2.German Aerospace CenterGermany

Personalised recommendations