Sensor Module Application in the Design of an Automatic Tabletop
Hockey Product Prototype for Leisure Activities and Mental Fitness
Li-Shiue Gau
1a
, Chung-Wen Hung
2
, Chia-Jui Yang
2
, Tzu-Ling Liu
1
and Shiou-Ling Lin
1
1
Department of Business Administration, Asia University, Taichung, Taiwan
2
Department of Electrical Engineering, National Yunlin University of Science and Technology, Yunlin, Taiwan
Keywords: Hockey, Signal, Leisure Activity, Mental Fitness, Device Engineering.
Abstract: With the fast-paced modern lifestyle and increasing work pressure, the demand for leisure and entertainment
is rising. Traditional tabletop hockey has been a popular leisure activity, primarily providing relaxation and
enjoyment while promoting interpersonal interaction. However, modern needs have evolved, transforming
games that once required multiple participants into formats suitable for solo play. This evolution has led to
the emergence of the automatic tabletop hockey product, creating new business opportunities. Despite its
immense potential, there are currently no automatic tabletop hockey products available in the market.
Therefore, the purpose of this study is threefold. First, sensor module applications were used to design an
automatic tabletop hockey product prototype. Second, this study also conducts an in-depth practical
investigation to assess the commercial feasibility of automatic tabletop hockey product in the perspective of
leisure activities. Third, an experimental design was conducted with young elementary school children to see
the experiential value of this product prototype, referring to the mental fitness. The anticipated contribution
of this study not only aims to satisfy the modern demand for leisure and entertainment but also has the
potential to open new business prospects.
1 INTRODUCTION
In response to the fast-paced modern lifestyle and the
accumulation of work pressure, the demand for
leisure and entertainment has become increasingly
significant. Modern individuals seek convenient,
enjoyable, and effective ways to relieve stress and
keep mental fitness. Currently, tabletop hockey has
been a popular leisure activity in hotels,
entertainment venues, night markets and households,
providing a pleasurable and relaxing form of
entertainment while promoting interpersonal
interaction. However, the COVID-19 pandemic has
necessitated social distancing, increasing the trend
toward individual leisure. Consequently, games that
previously required multiple participants have
evolved into formats suitable for solo play. Despite
this evolution, there are currently no automatic
tabletop hockey products available on the market,
warranting an investigation into this product’s
potential market and commercial feasibility.
a
https://orcid.org/0000-0002-6976-6640
Therefore, this study has three primary purposes.
First, it utilizes signal and sensor module applications
to design an automatic tabletop hockey product
prototype. Second, it conducts an in-depth practical
investigation to assess the commercial feasibility of
the automatic tabletop hockey product prototype from
the perspective of leisure activities. Third, it employs
an experimental design involving young elementary
school children to evaluate the experiential value of
this product, with a focus on mental fitness. The
anticipated contribution of this study is not only to
satisfy the modern demand for leisure and
entertainment but also to potentially open new
business prospects.
1.1 An Automatic Tabletop Hockey
Product Prototype with a Sensor
Module
To reduce costs, an infrared positioning sensor
module was used along with a self-built XY platform
Gau, L., Hung, C., Yang, C., Liu, T. and Lin, S.
Sensor Module Application in the Design of an Automatic Tabletop Hockey Product Prototype for Leisure Activities and Mental Fitness.
DOI: 10.5220/0013014300003828
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 12th International Conference on Sport Sciences Research and Technology Support (icSPORTS 2024), pages 211-217
ISBN: 978-989-758-719-1; ISSN: 2184-3201
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
211
to control the striker. The infrared positioning sensor
module receives infrared data and transmits it to the
MCU (Microcontroller Unit) via I2C (Inter-
Integrated Circuit) communication. After processing
the data through a coordinate transformation
algorithm, stepper motors drive the XY platform to
adjust the position of the striker, enabling striking and
defensive actions.
An available small air hockey table (70
centimeters long, 36 centimeters wide) was purchased
online to be modified for this project. The installation
height for the infrared positioning module was
calculated based on this module’s resolution of
1024×768 pixels and its field of view of 33 degrees
horizontally and 23 degrees vertically (Figure 1). To
capture the entire table, the module needs to be
mounted at a height of at least 118 centimeters
(Figure 1). Each pixel corresponds to approximately
68 millimeters on the tabletop surface, allowing for
precise tracking of the puck's movement.
Figure 1: The installation for the infrared positioning
module.
The infrared positioning system exhibits several
limitations and calibration requirements. First, it
needs to be calibrated after installation to ensure
accuracy, as potential sources of measuring errors can
arise from obstructions or interference from other
infrared sources. Additionally, because the infrared
tracking puck requires the module to be installed
above the table, signal interference from the player
can occasionally occur. Despite these challenges, the
system's high refresh rate of up to 26Hz minimizes
dynamic response limitations, enabling accurate
tracking of fast-moving pucks during gameplay.
To enable the infrared positioning module to
detect the puck's position, an infrared light and a
button battery were added above the puck as a
tracking point. Due to the added weight, a 110V fan
was used as the air source through the holes in the
table to ensure the puck can float properly. In terms
of battery autonomy, using a CR2032 battery with a
220-ohm resistor can power the infrared LED for
approximately 17 hours, providing sufficient energy
for extended playtime. However, switching to a
lighter CR1620 battery enhances the puck's hovering
effect due to its reduced weight but limits the
playtime to around 5 hours, offering a trade-off
between performance and battery longevity.
The infrared positioning module tracks the puck's
position, sending signals to the microcontroller,
which calculates the puck's position in terms of
movement direction and speed. The microcontroller
then commands the carriage motor to move the
striker. When the puck approaches, its path is
predicted, and the striker is moved to the strike point
(Figure 2).
Figure 2: Signal communication for the puck position to the
striker movement.
The microcontroller used is the Renesas
RX62T6DDFM from the RX600 series, with a
maximum operating speed of 80MHz (Renesas, 2014,
2010). It features a 32-bit processor with Floating
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Point Unit (FPU), effectively handling the high-speed
algorithms required for motor control, making it
suitable for computing the position of the puck and
controlling the motor. The RX62T's built-in Serial
Peripheral Interface (SPI) and Inter-Integrated
Circuit, I2C, are used for communication between the
infrared positioning module and the stepper motor
driver.
The striker is mounted on the XY platform and
can move freely, allowing it to engage in defense,
striking, and attacking the puck that is about to stop.
Unlike a passive pad that merely reflects the puck, the
striker actively performs a “strike back” action. It has
a range of motion of approximately 22 centimeters
along the Y-axis and can reach speeds of up to 75
centimeters per second. In this game, the player's
objective is to send the puck in such a way that it
passes the striker and reaches the opposite end of the
table.
1.2 Leisure Experiences in Playing
Tabletop Hockey
A traditional tabletop hockey game is typically played
by two people as a fun leisure activity. An automatic
tabletop hockey device with a sensor module, if
introduced to the market, could provide a new and
varied experience. This innovation has the potential
to enhance the overall enjoyment and experience of
playing tabletop hockey in multiple ways.
The concept of the "Experience Economy,"
introduced by Pine and Gilmore in 1999 (Gilmore &
Pine, 2007), suggests that economic development has
evolved through four stages: Agrarian, Industrial,
Service, and now, Experience Economy. This latest
phase focuses on the user experience, emphasizing
the creation of memorable and immersive
experiences. The Experience Economy categorizes
experiences into four realms: Entertainment,
Education, Esthetic, and Escapist (4E). These realms
vary in the level of customer engagement and their
connection to the surrounding environment, ranging
from passive absorption to active participation. In the
context of tabletop hockey, this leisure activity
primarily falls within the Entertainment and
Education realms, offering both enjoyment and active
learning experiences.
Experiential Marketing (Schmitt, 1999) is a
strategy that emphasizes the sensory, emotional,
cognitive, and relational dimensions of consumer
experiences. It involves creating memorable
experiences that resonate with consumers, often
through engaging activities. For tabletop hockey,
players experience joy and a sense of achievement,
which strengthens their emotional bond with the
product. Additionally, the game's strategic and skill-
based elements engage players cognitively,
promoting problem-solving and creative thinking.
This blend of emotional and intellectual engagement
not only makes the game more appealing but also
provides educational value. Together, the leisure
experience and experiential marketing create a rich,
multifaceted consumer experience, enhancing mental
fitness and life quality.
In comparing traditional and automatic tabletop
hockey, the experience theory highlights distinct
differences in user engagement and experience.
Traditional tabletop hockey relies on manual control
and real-life opponents, emphasizing interpersonal
interaction. In contrast, automatic tabletop hockey
integrates advanced technology, such as infrared
sensors and stepper motors, to automate gameplay
(Mena, Ruiz, Ortiz, & Andaluz, 2018). This
technological integration enhances the entertainment
value by introducing a unique, interactive element
that simulates competition against a machine, suitable
for solo play. While the automatic version requires
more maintenance and incurs higher costs, it provides
a distinct, modernized experience that could appeal to
tech-savvy consumers seeking innovative leisure
activities, then potentially increasing user
engagement through novelty and excitement.
2 RESEARCH METHODS
This study employed a mixed-method research design
to evaluate the effectiveness of the potential
automatic tabletop hockey product, incorporating
interviews, observations, and surveys. Interviews
with potential users, such as night market vendors,
explored commercial potential, user interest, and
market challenges, while elementary school students
participated in observational and survey-based
experiments comparing traditional and automatic
versions of the game. The experiential value of the
product was measured using a tailored experience
value scale, assessing dimensions like entertainment,
escape, education, self-esteem, and social interaction,
supported by qualitative observations of gameplay
dynamics and engagement.
2.1 Research Design
This study employed multiple research methods to
evaluate the effectiveness of the automatic tabletop
hockey product prototype, including interviews,
observations, and surveys. Interviews with potential
Sensor Module Application in the Design of an Automatic Tabletop Hockey Product Prototype for Leisure Activities and Mental Fitness
213
users such as night market vendors were conducted to
assess the feasibility of this innovative product. The
semi-structured interviews were guided by a set of
questions focusing on the commercial potential, user
interest, and market expectations. Additionally, the
interviews explored opinions on the appropriate
pricing range and potential market challenges.
2.2 Observational and Survey Data
Collection
Observations and surveys were integral components
of an experimental design involving ten elementary
school students, with parental consent. The students
participated in playing both traditional and automatic
versions of tabletop hockey (Figure 3). Observational
notes were taken as students took turns playing.
Specifically, during the sessions with the automatic
product prototype, observations focused on capturing
data related to product features, gameplay dynamics,
user engagement, and interaction patterns. After the
play sessions, all ten students completed a valid
questionnaire and were divided into two groups of
five for interviews, where they provided feedback on
their experiences.
Figure 3: Play both traditional and automatic versions of
tabletop hockey.
2.3 Measurement Tools
Drawing on the theories of experience economy
(Gilmore & Pine, 2007) and experiential marketing
(Schmitt, 1999), the experiential value of playing the
automatic tabletop hockey product prototype was
measured using a tailored version of the experience
value scale. This scale, based on previous research
(Bouchet, Bodet, Bernache-Assollant, & Kada, 2011;
Brakus, Schmitt, & Zarantonello, 2009; Gau, Dung,
& Huang, 2015), assesses five dimensions of user
experience: Entertainment, Escape, Education, Self-
Esteem, and Social Interaction. The questionnaire
used a Likert scale ranging from 1 (strongly disagree)
to 5 (strongly agree) to measure responses.
Additionally, observation sheets were designed to
document specific aspects of gameplay and
interaction during the study. Separate sheets were
used for manual and automatic gameplay, recording
the number of matches, techniques or strategies used,
player interest levels, and interaction patterns. These
observations provided qualitative insights into the
product's performance and user engagement, offering
a comprehensive view of the product's experiential
value and market potential.
3 RESULTS AND DISCUSSIONS
This study evaluated the performance and feasibility
of an automatic tabletop hockey product prototype,
focusing on its lateral movement, reaction speed, and
accuracy. While the product showed strong potential,
challenges related to portability and incomplete
automation were identified. Interviews with night
market vendors revealed mixed feedback: some saw
market potential in the game's novelty, while others
raised concerns about cost, maintenance, and limited
social interaction. Surveys and interviews with upper
elementary students compared the manual and
automatic versions, with the manual version favoured
for its interactivity and social engagement, and the
automatic version appreciated for its novelty and
strategic elements, fostering mental fitness and
creativity. The following sections provide further
details.
3.1 Product Performance Observation
3.1.1 Movement Speed
The movement speed highlights efficiency of the
striker’s X-axis and Y-axis movements. The device
covers a distance of 34 centimetres among the X axis
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movement in approximately 0.47 seconds. It has a Y-
axis range of 22 centimetres and can reach speeds of
up to 75 centimetres per second.
3.1.2 Response Times of the System
This section explains device response time to puck
movements. The system starts predicting and reacting
0.15 seconds after the puck is hit. In other words, it
takes approximately 0.15 seconds for the system to
“take a decision” and to generate corresponding
control signals. An additional 0.3 seconds (at most) is
required for the striker to reach the demanded
defensive position. In total, the system responds and
moves the striker within 0.45 seconds.
3.1.3 Accuracy Rate
The accuracy rate refers to the proportion of
successful hits by the striker when attempting to make
contact with the puck. A successful hit means the
striker prevents the puck from bypassing it and
reaching the end of the table. In actual tests, the
machine achieved an accuracy rate of about 77% per
minute, meaning that, on average, the striker
successfully intercepted the puck in 77% of attempts
during a one-minute interval of continuous gameplay.
This method measures performance over time,
reflecting the striker's effectiveness in ongoing, timed
gameplay rather than being based on the number of
strikes or reaching a specific score.
3.1.4 Market Potential and Design
Limitations
In terms of commercial viability and installation, the
sensor module’s signal application in the device
design of an automatic tabletop hockey is workable,
engaging the participants into playing involvement.
The current design of the automatic tabletop hockey
product prototype shows promising market potential.
However, due to the requirement of installing the
infrared positioning module at a height of 118 cm
(Figure 1), the product may need to be fixed in a
specific location, such as a recreation room, rather
than being portable. Additionally, the costs associated
with installation and maintenance could be a concern
for potential buyers.
3.1.5 User Experience
The playing experience offers a sense of novelty,
achievement, and the convenience of being able to
play alone. However, the automation of the game is
not fully comprehensive. For instance, if the puck
bypasses the striker, it must be manually repositioned,
indicating that the product's automation level is not
yet complete at the current situation of the device.
3.2 Interviews About the Feasibility of
the Automatic Tabletop Hockey
3.2.1 Supportive Perspectives
Several vendors believe that automatic tabletop
hockey has potential market feasibility, particularly in
night markets, which attract a diverse range of tourists
and visitors. The novelty of the game could draw
interest, especially from those seeking new and
unique experiences. Vendors noted that night market
visitors often look for engaging activities beyond
food, and an automated game could offer a fresh
entertainment option. Some vendors highlighted that
the introduction of such a unique game might stand
out in an environment typically filled with traditional
offerings, potentially appealing to families and tech-
savvy individuals. This innovation could enhance the
marketability of their stalls and attract a broader
audience.
3.2.2 Skeptical Perspectives
Conversely, some vendors expressed reservations
about the product's suitability for night markets,
which traditionally feature games and food with a
more classic appeal. They argued that the automated
aspect might not resonate well with the typical night
market atmosphere, which thrives on interactivity and
communal experiences. Concerns were raised about
the game's lack of social interaction, as many visitors
come to the night market with friends and prefer
activities that facilitate group participation.
Additionally, there were worries about the cost and
maintenance associated with such a product, which
could outweigh its potential benefits and fail to attract
enough interest to justify the investment.
3.3 Survey and Interviews About the
Experiential Values
3.3.1 Preference for Manual Tabletop
Hockey
The manual tabletop hockey generally received
higher ratings from participants from upper
elementary school students. The key factors
contributing to this preference include the game's
high level of interactivity, which allows for direct,
face-to-face competition with peers, enhancing the
Sensor Module Application in the Design of an Automatic Tabletop Hockey Product Prototype for Leisure Activities and Mental Fitness
215
fun and challenge of the game. Additionally, the
manual version requires players to react quickly and
develop real-time strategies, aligning with the
cognitive development stage of these children and
enriching their gameplay experience. This age group
also values social interaction, preferring activities that
allow them to engage and bond with their peers,
making the manual version particularly appealing as
it fulfils their social needs.
3.3.2 Preference for Automatic Tabletop
Hockey
On the other hand, the automatic tabletop hockey
version intrigued the students with its novelty and the
opportunity it provided for strategic thinking and
learning. The newness of the automated game
sparked curiosity and encouraged students to
cognitively explore strategies to beat the machine,
fostering a sense of creative thinking. One student
noted the uniqueness of the experience, highlighting
how it prompted them to think about overcoming the
automated opponent. Additionally, while some
students mentioned a preference for the social
interaction offered by the manual version, they also
expressed interest in sharing their experiences in the
automatic version with friends and family, suggesting
that the novelty of the game provided a fresh topic for
social interaction. This novelty factor, combined with
the technological aspect of the game, made the
automatic tabletop hockey an exciting new
experience for the children.
3.3.3 Mental Fitness
The survey and interviews reveal that both manual
and automatic tabletop hockey games contribute to
mental fitness among upper elementary school
students, albeit in different ways. The manual version
enhances mental fitness by fostering real-time
strategic thinking and quick reflexes, which align
with the children's cognitive development stage. In
contrast, the automatic version stimulates mental
fitness by introducing novelty and requiring students
to devise strategies to compete against an automated
opponent. This element of technological novelty
encourages creative thinking and problem-solving.
Furthermore, the excitement of experiencing
something new promotes social interaction, as
students are eager to share their unique experiences
with peers and family.
4 CONCLUSIONS AND FUTURE
WORK
This study successfully achieved its three primary
objectives. First, the design of an automatic tabletop
hockey product prototype using sensor module’s
signal applications demonstrated its potential for
enhancing gameplay through automation. Second, the
investigation into the product's commercial feasibility
highlighted its appeal in the leisure market. Third, the
experimental evaluation with young elementary
school children revealed that the product offers
significant experiential value, particularly in fostering
mental fitness through strategic thinking and
interactive play. Overall, the findings suggest that the
automatic tabletop hockey product has both the
technical and market potential to succeed, provided
that the challenges related to production costs,
difficult installation, and complete automation level
are effectively managed.
An important area for future research or future
work is the potential to introduce remote multiplayer
functionality, allowing two players to compete over
the internet. In this mode, one player could control
offensive strikes while the other manages the
movement of the defensive striker. This option could
enhance the game's appeal by providing a more
interactive and social experience, even for players
who are not physically together. Implementing this
feature would require networked control systems and
additional software development to synchronize
actions between remote players. This enhancement
could significantly boost the game's appeal and
expand its market potential by enabling a wider range
of gameplay options for users who are not physically
in the same location.
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