← All mechanic references

Mechanics catalog

1Tilt and continuous controlOverview and example ↗How an angle turns into a position, speed, force or parameter. The differences determine the feeling of control, even if the original gesture is the same.8

Variants and applications

  • Tilt → position. Action: The angle directly specifies the position of the object; returning the phone returns the object. Application: Arkanoid racket, slider, platform position, cursor. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Suitable for a limited range; you need a neutral posture and a small dead zone...
  • Incline → speed. Action: The stronger the tilt, the faster the object moves; in neutral it stops. Application: Platformer character, sliding through menus, scrolling long text. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Limit maximum speed; give me the opportunity to stop quickly...
  • Tilt → acceleration. Action: Tilt adds acceleration; the accumulated virtual speed is preserved. Application: Ship with inertia, physics puzzle, movement on a slippery surface. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: This is a game object model, not a measured phone speed; braking needs to be explained.
  • Tilt in two axes. Action: The two tilt components set the direction on the plane, and the deviation from the neutral sets the input amount. Application: 2D joystick, moving around the map, controlling the drone in a conventional plane. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Convert axes to screen orientation and select circular or split dead zone.
  • Rudder, roll and pitch. Action: The angle of the phone controls the rotation of the vehicle or the deviation of the virtual body. Application: Auto racing, airplane, snowboard, boat, glider. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: For quiet slopes, A is sufficient; for fast rotations, a combination with a gyroscope is preferable.
  • Fine adjustment of the sight. Action: Small changes in orientation move the sight relative to its original position. Application: Shooting after rough finger pointing, sniper optics, presentation pointer. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation and separation of movement from gravity. Limitations: For horizontal rotation and fast adjustment, a gyroscope is needed; provide for re-centering.
  • Tilt → parameter. Action: One axis changes the value, two axes control two related parameters. Application: Volume and timbre, scale, wind force, launch angle and power, color mixing. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: State the limits and current value; decide whether it persists after returning to neutral.
  • Slope → state mixing. Action: Deviation smoothly changes the proportion of two states or the degree of disclosure of the effect. Application: The world of light and shadow, manifestation of a hidden layer, card transparency, transition between forms. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Keep the range small to keep the screen readable.
2Positions and discrete commandsOverview and example ↗The event occurs when entering a position, crossing a threshold, or holding a pose.8

Variants and applications

  • Threshold command. Action: When crossing the corner threshold, one command is executed. Application: Evasion, lane change, yes/no answer, flipping. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Different thresholds for turning on and releasing are needed, otherwise the command will rattle.
  • Select a position or sector. Action: Several steady tilts correspond to different options. Application: Radial menu, select ability, direction, symbol or answer. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: The number of sectors limits convenience; adjacent positions should be easily distinguishable.
  • Holding the pose. Action: The command is confirmed if the phone remains in the specified position for a long enough time. Application: Lock, ability activation, selection without touching, learning poses. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Show progress and take into account hand fluctuations; do not demand an exact angle without tolerance.
  • Return to neutral. Action: Returning after a gesture is considered a separate event. Application: Completing a move, releasing a lever, canceling preview, ready for the next gesture. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the conditions described. Limitations: Neutral must be accessible from a comfortable grip and does not have to be horizontal.
  • Screen down or up. Action: The transition between two orientations changes the state of the application. Application: Pause, hide information, open a map, silence mode within the application. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Orientation does not prove contact with the table; Automatic OS actions depend on the platform.
  • 180° flip. Action: Changing the direction of the gravity vector in the phone axes switches the side or rule. Application: Flipping the card, changing gravity, alternative world, new round. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Rotation of a flat phone on a table around the vertical is not defined this way; this is a different gesture...
  • Portrait ↔ album. Action: Persistent change in orientation enables a different mode of presentation or interaction. Application: Map vs. Dashboard, Reading vs. Game, Tool Change. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: The orientation of the interface must be consistent with the system rotation lock and the available API.
  • Sequence of poses. Action: The application checks the order of several distinguishable orientations. Application: Code lock, dance combination, spell, training sequence. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Requires timeouts and visible feedback; such a gesture should not be considered a strong password.
3Thrusts, swings and stopsOverview and example ↗Short movements are recognized by direction, peaks, duration and phase order. These are signs of movement, not an exact spatial trajectory.8

Variants and applications

  • Single push. Action: One short burst of movement triggers an event. Application: Jump, hit a virtual object, accent, dislodge a stuck object. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Separate intentional gesture from moving the phone and accidental touch.
  • Directed jerk. Action: The initial and subsequent phases of the impulse determine the conditional direction of the gesture. Application: Character dash, card swipe, object throw, short dodge. Sensors: Name: Accelerometer + gyroscope; Meaning: Bundle of sensors for orientation, rotation and separation of movement from gravity. Limitations: With a fixed grip, A is possible; Free rotation requires orientation compensation.
  • Push forward and pull back. Action: Movement along the selected axis differs in the sign and order of acceleration. Application: Push a door, pull an object, push with a shield, interact with a lever. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation and separating movement from gravity. Limitations: This is a classification of a short gesture, not a measurement of distance to an object.
  • Raising and lowering gesture. Action: A short directional sequence is recognized as “raise” or “lower”. Application: Launching a ball, raising a platform, hooking in fishing, lowering a shield. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation and separating motion from gravity. Limitations: Do not assign absolute altitude to the accelerometer; For a simple gesture you need a given grip.
  • Swing with a swing. Action: The movement is divided into preparation and working swing. Application: Strike with a sword, racket, club or hammer; estimation of the moment of impact. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation, and separating motion from gravity. Limitations: Playing hit force is a proxy for motion cues, not physical contact force.
  • Abrupt stop. Action: After movement, the application looks for the braking phase and subsequent stability. Application: Catch a virtual object, stop the arrow, complete a blow, parry. Sensors: Name: Accelerometer + gyroscope; Meaning: Bundle of sensors for orientation, rotation and separation of motion from gravity. Limitations: One peak of braking does not prove stopping; check the short window after it.
  • Pulse gradation. Action: The amplitude and duration of the gesture select the category “soft / usually / strong”. Application: Throwing force, driving depth, note volume, playing push range. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Calibrate the range on the user and limit the maximum; do not encourage increasingly stronger movements.
  • Tapping on the body. Action: A short vibration from a light tap triggers a command. Application: Single or double signal, hidden button, rhythmic input. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Experimental: grip, case and sensor change the signal; The location of the impact cannot be reliably determined by the accelerometer alone.
4Shaking, repetition and rhythmOverview and example ↗A series of movements becomes a number, tempo, intensity or timing pattern.8

Variants and applications

  • Shaking like a team. Action: A series of multidirectional oscillations is interpreted as one gesture. Application: Field reset, mixing, clearing an effect, calling an action. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Count the entire series, and not each half-wave as a separate command.
  • Accumulation from movement. Action: A measure of the intensity of movement over time fills a virtual resource. Application: Battery charge, warming up, spell energy, creature arousal. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: This is a conditional game resource, not a measurement of work or calories burned.
  • Counting complete cycles. Action: Completed pairs of phases of a repeating movement are counted. Application: Pump, swing, motor skills trainer, tasks for a certain number of repetitions. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Do not confuse the cycle with the number of peaks; set the minimum duration and range.
  • Maintaining the pace. Action: Repetition rate must remain within target range. Applications: Rowing, machine operation, combustion maintenance, rhythmic conveyor. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Requires several cycles for evaluation; the pace should be comfortable and adapt to the user.
  • Hitting the musical beat. Action: The impulse is evaluated relative to a given moment. Application: Rhythm game, virtual drum, synchronized action to music. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Rely on timestamps and take into account audio, sensor and feedback delays.
  • The right intensity. Action: Success is given for movement within the range, and not for the maximum. Application: Beating a mixture, calibrating a machine, caring for a fragile creature. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Show lower and upper bounds; compare a smoothed measure, not a single outlier.
  • Alternation of directions. Action: The order of movements along the axes or change of direction is checked. Application: Combination “left-right-up”, hacking, dance party, ritual. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation and separation of movement from gravity. Limitations: With A set a fixed grip; AG helps maintain sense of directions when rotating.
  • Rocking and changing rhythm. Action: Smooth periodic movement, acceleration or deceleration of the rhythm controls the process. Application: Rocking a character, rocking a swing, accelerating resonance, tempo spell. Sensors: Name: Accelerometer + gyroscope; Meaning: Bundle of sensors for orientation, rotation and separating movement from gravity. Limitations: Separate rotation from linear movement and match the game frequency with a convenient gesture.
5Stillness, balance and precisionOverview and example ↗The user controls the quality of movement: holds, stabilizes, drives smoothly or freezes in time.8

Variants and applications

  • Fading. Action: Low variability of signals over a window of time is considered to fulfill the condition. Application: “Freeze”, stealth, waiting, stopping a dangerous mechanism. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation and separation of movement from gravity. Limitations: Low sensor activity does not prove absolute rest: uniform movement is not visible; A gyroscope is needed for rotation.
  • Sight with reassurance. Action: The more stable the orientation, the higher the accuracy or the faster the scale fills. Application: Sniper shot, photography, scanning, beam hold. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation, and separating motion from gravity. Limitations: This is a gaming stability assessment; Don't promise it will improve the real camera...
  • Horizontal balance. Action: The phone must be held close to the selected plane. Application: Tray, balancing platform, level, fragile load. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Select tolerance and allow convenient calibration; when moving the body, AG is better.
  • Uncomfortable preset position. Action: Target orientation is different from the usual neutral. Application: Tightrope walker's balance, holding a key in a lock, position puzzle. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Do not require extreme positions of the hand; increase the accuracy of the rule, not the amplitude of the gesture.
  • Following a moving target. Action: The player smoothly guides the orientation of the phone following the target angle. Application: Wiring an antenna, catching the wind, repeating a gesture, kinetic music. Sensors: Name: Accelerometer + gyroscope; Meaning: Bundle of sensors for orientation, rotation and separation of motion from gravity. Limitations: Compare angle and time to tolerance; do not turn the filter delay into a penalty.
  • Compensation for disturbances. Action: The game changes the virtual balance, and the user responds with a counter tilt. Application: Storm, shaky bridge, load on a platform, balancing robot. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Disturbances are generated by the simulation; the sensor does not measure the forces acting on the virtual load.
  • Careful carrying. Action: The task limits sudden movements and unwanted tilt at the same time. Application: Carry a virtual cup, bomb, sleeping animal, unstable sample. Sensors: Name: Accelerometer + gyroscope; Meaning: Bundle of sensors for orientation, rotation and separation of motion from gravity. Limitations: Test relative smoothness and orientation; The carrying distance is not known separately.
  • Stop on signal. Action: Before the signal, movement is allowed, after it you need to quickly reduce activity. Application: “Red light”, musical statues, reaction to danger, stop mechanism. Sensors: Name: Accelerometer + gyroscope; Meaning: Bundle of sensors for orientation, rotation and separation of motion from gravity. Limitations: Provide a response window and evaluate residual motion; A single zero count is not enough.
6Physical models and materialsOverview and example ↗Ready-made rules for virtual objects. Here tilt and acceleration acquire an objective meaning; These are derivative scenarios, not new types of sensors.8

Variants and applications

  • Gravity field control. Action: The direction of the tilt sets the virtual gravity acting on objects. Application: A ball in a maze, falling blocks, rolling of many objects. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Game gravity may have a convenient scale and limit that does not coincide with the real one.
  • Balance of mass and support. Action: Tilt redistributes the virtual load relative to the support. Application: Stack of objects, tower, bridge, balancing several loads. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Difference from a simple labyrinth lies in the center of mass, support and capsizing condition.
  • Transfusion of liquid. Action: The pose of the vessel and the time behind the angular threshold determine the virtual flow. Application: Pour the exact volume, do not spill, mix a drink, manage fuel. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Volume is calculated by simulation; The sensor does not measure the actual liquid in the phone.
  • Shaking and mixing. Action: Shaking changes the state of the virtual mixture. Application: Cocktail, paint, potion, foam, dissolving an ingredient. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Distinguish between the dose of movement, the order of the ingredients and the result of mixing.
  • Subsidence and delamination. Action: After shaking, you need to maintain rest or tilt. Application: Separate the sediment, develop layers, clean the sample, wait for crystallization. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: The alternation of activity and wait is important here; kinetics is the rule of simulation.
  • Sifting and sorting. Action: Tilt directs particles, shaking releases or passes them through barriers. Application: Sieve, sand, gold prospecting, sorting parts. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Dimensions, friction and passages are determined by the physical model; Intensity alone does not replace direction.
  • Waves, pendulums and elasticity. Action: Temporary motion pattern excites vibrations of a virtual object. Application: Water splash, jelly, spring, pendulum, suspension swing. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation and separation of motion from gravity. Limitations: To obtain controlled resonance, consider the phase, not just the magnitude of the acceleration.
  • Shake and release the simulation. Action: The gesture sets the initial impulses to the virtual bodies, after which they move on their own. Application: Bones, snow globe, particles, shuffled box. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Game randomness is set by a separate generator; Sensor noise does not promise an honest result.
7Phone as a tool or propOverview and example ↗Different phases and criteria of movement turn the phone into a tool. The sword, racket and hammer are all considered variations of the same hitting mechanics.8

Variants and applications

  • Percussion instrument. Action: A short swing causes contact with a virtual target at a certain moment. Application: Drumstick, hammer, sword, racket, hitting the ball. Sensors: Name: Accelerometer + gyroscope; Meaning: Bundle of sensors for orientation, rotation and separation of motion from gravity. Limitations: Check the operating phase and context of the target; The exact location of the actual contact is unknown.
  • Tool with working stroke. Action: The working and reverse strokes alternate, and the desired phase gives the result. Application: Saw, file, sharpener, brush, conditional polishing. Sensors: Name: Accelerometer + gyroscope; Meaning: Bundle of sensors for orientation, rotation and separation of motion from gravity. Limitations: Recognize motion in a given axis; do not try to restore the exact line of movement of the brush.
  • Pump or bellows. Action: A full cycle gives a portion of air, liquid or pressure in the model. Application: Inflate an object, maintain a fire, pump a resource, start a mechanism. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Count a completed cycle; do not replace it with the sum of any shocks.
  • Casting and hooking. Action: Preparation, swing and short counter movement have different meanings. Application: Fishing, lasso throw, harpoon launch, line fishing. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation and separation of movement from gravity. Limitations: The phone remains in the hand; The casting distance is calculated by the game rule.
  • Dispenser or salt shaker. Action: Tilt opens the possibility of pouring, individual shaking doses. Application: Sprinkle a dish, pour out seeds, distribute the reagent, precise dosage. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Flow depends on the combination of posture and impulses; This is different from free transfusion.
  • Fan or fan. Action: Repeated strokes create a virtual flow, the intensity affects its value. Application: Fan a fire, direct a sail, cool an object, disperse fog. Sensors: Name: Accelerometer + gyroscope; Meaning: Bundle of sensors for orientation, rotation and separation of movement from gravity. Limitations: Useful to limit tempo and saturate effect; fast movements should not be required.
  • Ladle or spoon. Action: The “scoop” pose, gentle holding and the “pour out” tilt form a cycle. Application: Liquid transfer, feeding, working with sand, collecting resources. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation and separating movement from gravity. Limitations: The "scooped" state is determined by the playing area or team, not the actual position of the hand.
  • Baton. Action: Movement sets beats, accents and transitions between musical phrases. Application: Musical game, ensemble control, interactive sound. Sensors: Name: Accelerometer + gyroscope; Meaning: Bundle of sensors for orientation, rotation and separation of movement from gravity. Limitations: Recognize rhythm and rough form of gesture; accurate drawing in the air requires spatial tracking.
8Rotation and spatial interactionsOverview and example ↗Related motion mechanics, which are often called accelerometric. They require a gyroscope, magnetometer, or visual tracking.8

Variants and applications

  • Direct rotation of a 3D object. Action: Changing the orientation of the phone is transferred to the virtual object. Application: Inspection of the model, assembly, search for hidden edges, spatial puzzle. Sensors: Name: Accelerometer + gyroscope; Meaning: Bundle of sensors for orientation, rotation and separation of movement from gravity. Limitations: Requires orientation from sensor fusion; one accelerometer gives only part of the rotations.
  • Review your surroundings. Action: Rotating the phone controls the direction of view in the virtual scene. Application: 360° Panorama, window into another world, searching for objects around the player. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation and separation of movement from gravity. Limitations: A gyroscope is needed for horizontal rotation; Drift is possible and centering is required.
  • Rotary handle. Action: Rotation around the selected axis changes the angle of the mechanism. Application: Valve, screwdriver, safe disk, frequency setting. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation and separation of movement from gravity. Limitations: Reliance only on gravity stops working when the axis coincides with the vertical.
  • Torsion and accumulation of revolutions. Action: The angular velocity or the sum of turns accumulates the game result. Application: Wind up the spring, unwind the rotor, wind the thread, virtual winch. Sensors: Name: Accelerometer + gyroscope; Meaning: Bundle of sensors for orientation, rotation and separation of movement from gravity. Limitations: For multiple rotations, take into account the rotation of the angle; short movements with repeated grip are more convenient.
  • Corner click. Action: Short turn and return are recognized as a discrete gesture. Application: Camera rotation step, flipping, tool change, parry. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation and separation of movement from gravity. Limitations: This is a rotation gesture, not a linear jerk; distinguish them by gyroscope.
  • Compass direction. Action: The task is tied to the absolute azimuth, and not to the starting position. Application: Finding directions, orientation in a quest, riddles tied to the cardinal directions. Sensors: Name: Motion + magnetometer; Meaning: Additional absolute heading source required. Limitations: Magnetometer or other heading source required; metal surroundings may interfere.
  • Pointing to a real object. Action: The orientation and position of the device sets the beam in the tracked scene. Application: AR sight, object placement, room exploration, spatial puzzle. Sensors: Name: Camera + motion; Meaning: Requires visual-inertial position tracking. Limitations: Requires a camera with visual-inertial tracking; quality depends on the environment and device.
  • Drawing a trajectory in the air. Action: The reconstructed pose of the device forms a line or spatial symbol. Application: 3D drawing, tracing, spatial gesture, virtual tool movement. Sensors: Name: Camera + motion; Meaning: Visual-inertial position tracking is required. Limitations: Accurate trajectory requires external correction; The accelerometer quickly accumulates errors without it.
9Body movement and device contextOverview and example ↗Ratings depend on where and how the phone is mounted. A sensor event does not prove a specific human action.8

Variants and applications

  • Step as an event. Action: A repeating pattern of movement is classified as a step. Application: Move counter, walk pet, step progression, walking quest. Sensors: Name: System recognition; Meaning: Custom system API preferred; implementation depends on the device. Limitations: System step detector is preferred; The location of the phone and other people's fluctuations affect the assessment.
  • Step frequency as control. Action: The pace of the estimated steps changes the speed or state of the virtual process. Application: Walking rhythm, character pace, adaptive music, step challenge. Sensors: Name: System recognition; Meaning: Custom system API preferred; implementation depends on the device. Limitations: Step frequency does not equal movement speed and does not provide distance traveled by itself.
  • Rest, walking or running. Action: The time window of signals is classified into several broad states. Application: Adaptive game mode, background sound change, contextual interface. Sensors: Name: System recognition; Meaning: Custom system API preferred; implementation is device dependent. Limitations: This is a probabilistic estimate; use system APIs and take into account the position of the phone.
  • Pick up and put down the device. Action: A sequence of movement, posture changes and subsequent stability triggers the transition. Application: Start of session, end of round, character awakening, tabletop props. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation and separating movement from gravity. Limitations: Without additional features, it is impossible to reliably distinguish a table from a stationary hand.
  • Significant motion detection. Action: The fact of transition from rest to activity changes the mode of the application. Application: Resume a process, wake up a simulation, pause a static scenario. Sensors: Name: System recognition; Meaning: Custom system API preferred; implementation depends on the device. Limitations: Event availability and background operation are limited by the OS; the event does not report the exact route.
  • Repeating the movement with a given attachment. Action: When the phone is in a fixed position, the rough cycle of body movement is checked. Application: Motor game, tilt repetition, marching in place, training repetition counting. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation, and separating movement from gravity. Limitations: Cannot universally detect squats or jumps with any grip; Each movement needs to be checked separately.
  • Walk with spatial progress. Action: Steps and activity are connected with an external assessment of movement. Application: Opening zones, route quest, walk map, area exploration. Sensors: Name: Motion + geolocation; Meaning: Position and route require an additional source of coordinates. Limitations: Route requires GPS/GNSS or other position data; The accelerometer does not replace geolocation.
  • Episode of reduced overload. Action: A small module of raw readings is detected as a candidate for a low-g event. Application: Analysis of already recorded movement, educational visualization, device analytics. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Experimental scenario; the signal does not prove a fall. For the game, it is better to imitate the event, do not throw the phone...
10Compound gestures and other input channelsOverview and example ↗Touch, time, voice, and app state help set intent and avoid accidental triggers.8

Variants and applications

  • Touch allows movement. Action: Motion input is valid only while the on-screen button is held down. Application: Control without random gestures, aiming, working with a virtual instrument. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: For rotational actions, add G; releasing should immediately end the active phase.
  • Tilt selects, touch confirms. Action: Position changes the current selection, the finger performs the action. Application: Radial menu, aim and shot, resource selection, configuration and application. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Separate preview and execution; The selection should not jump when pressed.
  • Touch holds a point, tilt acts around it. Action: The finger sets a virtual support, and the movement of the phone changes the forces or deformation. Application: Suspend an object, pull a membrane, create a swing, rotate a part around the support. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: The support exists on the screen; This is a rule of the model, not a measurement of the fulcrum in the real world.
  • A chain of different gestures. Action: The game awaits the stages: shake, tilt, hold, stop. Application: Potion preparation, repair, complex spell, mini-production process. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation, and separating motion from gravity. Limitations: Explicitly show the current stage, allowed transitions, and how to start over.
  • Gesture to the allowed window. Action: The same gesture gives results only at the right moment. Application: Parrying, musical accent, catching, reaction to a command. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Consider timestamps; The window should include interface delays and device differences.
  • A gesture changes its meaning depending on its condition. Action: Context determines the meaning of the movement: one input serves several actions. Application: Shake the box before opening, shake off debris after; tilt the container only during pouring. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the conditions described. Limitations: Feedback must explain the active value in advance, otherwise the input will appear unpredictable.
  • Voice and movement. Action: Speech selects an action or object, movement sets the moment and parameter. Application: Cast a spell and wave, name an instrument and use it, musical improvisation. Sensors: Name: Motion + microphone; Meaning: Combined input with a separate audio channel. Limitations: Requires microphone and recognition or audio threshold; This is a separate channel, not an accelerometer function.
  • Pose and external context. Action: Motion is taken into account along with the proximity, illumination or visibility of the object. Application: Props at the ear, hidden hint, look and turn response, tabletop interactive. Sensors: Name: Motion + other sensor; Meaning: Additional signal availability is checked on the target platform. Limitations: Corresponding sensors/APIs may not be available; Orientation alone does not prove proximity to a person.
11Co-op play and multiple devicesOverview and example ↗A rule connects the movements of several participants. Network coincidence of events is not evidence of physical contact between phones.8

Variants and applications

  • Synchronized movement of several players. Action: Devices compare the moments or form of movements. Application: Common musical blow, joint opening of a door, command spell. Sensors: Name: Motion + connection; Meaning: A network connects devices; specific sensors depend on the selected gesture. Limitations: Requires network, time synchronization and latency tolerance; sensors are selected according to the...
  • Complementary or counter movements. Action: Success depends on the ratio of the slopes, and not the coincidence of each individually. Application: Counter levers, general balance, cooperative flight, kinetic puzzle. Sensors: Name: Motion + connection; Meaning: A network connects devices; specific sensors depend on the selected gesture. Limitations: Define a general directional system in advance; “Left” may differ on different screens.
  • Event relay. Action: Each participant must perform a movement after the previous one. Application: Rhythmic chain, energy transfer, command sequence, orchestra. Sensors: Name: Motion + connection; Meaning: A network connects devices; specific sensors depend on the selected gesture. Limitations: Transmit step number and time; the network should not generate repeated execution.
  • One phone is like a fragile relay baton. Action: Participants pass the device while maintaining the specified stability. Application: Transfer of a virtual cup, sleeping creature, unstable bomb. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation, and separating motion from gravity. Limitations: Transmission between people cannot be reliably determined by a single accelerometer; confirm by touch or round rule.
  • Hidden screen and reply gesture. Action: The screen is visible to other players, the owner responds with discernible tilts. Application: Charades at the forehead, word guessing, quiz with hidden information. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Do not force the player to see the screen; confirm the action with sound or vibration.
  • Asymmetric cooperation. Action: One participant sees the target or instructions, the other controls the movement. Application: Sapper with an instructor, navigator and pilot, carrying cargo according to prompts. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Can be played with one phone; clear commands and feedback are needed for both roles.
  • Phone as a remote motion controller. Action: Device signals control the game on another screen. Application: Computer steering wheel, presentation remote, general TV screen, music controller. Sensors: Name: Motion + connection; Meaning: A network connects devices; specific sensors depend on the selected gesture. Limitations: Requires connection and delay handling; do not transmit more sensory data than required by the control.
  • Symbolic transfer of a virtual object. Action: Participants perform a coordinated gesture of sending and receiving. Application: Pour a drink between screens, pass a card, transfer a game resource. Sensors: Name: Motion + connection; Meaning: A network connects devices; specific sensors depend on the selected gesture. Limitations: The recipient is determined by the connection or explicit choice; coincident jerks do not prove the proximity or contact of phones.
12Interfaces, creativity and learningOverview and example ↗Practical applications of basic gestures outside of actual game controls. The repetition of the original signal here is intentional: the user’s task changes.8

Variants and applications

  • Cancel with motion. Action: Recognized shaking triggers an undo action in the interface. Application: Editor, notes, undo move, return last operation. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Use of a basic shake gesture; provide a regular cancel button and the ability to disable motion input.
  • Random selection or update. Action: Shaking requests a new option from a given set. Application: Selecting a task, idea, musical fragment, shuffling the list. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: The selection generator operates separately from the gesture; For significant changes you need a clear, reversible result.
  • Parallax and tilt of the interface. Action: Orientation shifts image layers or highlights slightly. Application: Cards, illustrations, menu depth, item viewing, decorative response. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: This is parallax by angle, does not track the actual position of the head or phone; provide for a reduction in traffic...
  • Percussive music input. Action: Impulses cause notes, amplitude and rhythm change articulation. Application: Virtual shaker, drum, sampler, loop creation, rhythm training. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Random movements and vibration of the phone itself may produce unnecessary events.
  • Continuous musical expression. Action: Tilt, rotation or intensity of movement changes the sound without new presses. Application: Timbre, volume, pitch, filter, effect, spatial panning. Sensors: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation and separating movement from gravity. Limitations: A is enough for one tilt; G adds rotational expression. Needs smoothing and musical limits...
  • Generative graphics from motion. Action: Signal attributes control color, thickness, particles and composition. Application: Rhythm drawing, kinetic calligraphy, interactive cover, music visualizer. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Graphics interpret motion; Accurate reproduction of the hand line requires position tracking.
  • Level and tilt meter. Action: The average projection of gravity shows the deviation from the selected plane. Application: Educational level, setting a virtual horizon, checking the angle of an object. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Measurement is static, depends on calibration and body geometry; Do not declare instrumental accuracy without verification.
  • Movement Laboratory. Action: The application records acceleration, shows the axes and analyzes the time signal. Application: Lessons on gravity and inertia, comparison of vibrations, estimation of vibration frequency in the available band. Sensors: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions. Limitations: Result depends on sampling frequency and fixture; the speed and path through the integration drift quickly without correction.

Sensors

A

Description: Name: Accelerometer; Value: Sufficient for the specified simplified scenario under the described conditions.

A.G.

Description: Name: Accelerometer + gyroscope; Meaning: A bunch of sensors for orientation, rotation, and separating motion from gravity.

AGM

Description: Name: Motion + magnetometer; Meaning: An additional source of absolute direction is needed.

V

Description: Name: Camera + motion; Meaning: Visual-inertial position tracking is required.

SYS

Description: Title: System recognition; Meaning: Custom system API preferred; implementation depends on the device.

GPS

Description: Name: Motion + geolocation; Meaning: Position and route require an additional coordinate source.

MIC

Description: Name: Motion + microphone; Meaning: Combined input with separate audio channel.

EXT

Description: Name: Motion + other sensor; Meaning: The availability of an additional signal is checked on the target platform.

NET

Description: Name: Motion + connection; Meaning: A network connects devices; the specific sensors depend on the selected gesture.

What the phone really measures

First the sensor boundaries

Accelerometer: three components

At rest, raw readings have a modulus of about 1 g. The direction of this vector can be used to estimate the quiet slope. When accelerating and shaking, motion is added to the signal.

Android Data and Units Tilt Measurement Conditions

Connection with gyroscope

The gyroscope measures angular velocity. The data fusion system, sensor fusion, provides an estimate of orientation and helps separate gravity and linear acceleration.

For aiming, fast swings and a free grip, this bundle is usually needed. The inscription “motion” in the API does not mean that everything is received by one accelerometer.

Processed Core Motion Data

Rotate around vertical

If you rotate the phone around the direction of gravity, its projections will not change. Such a rotation, yaw, cannot be detected by the accelerometer alone. The gyroscope gives relative rotation; for absolute azimuth an additional reference point is needed.

Physical limitation, NXP

Position and path

Integrating the acceleration accumulates the velocity error and then the coordinate error. The accelerometer itself does not provide a reliable trajectory, meters traveled, or the exact gesture of writing in the air.

The camera and other external references allow you to adjust spatial tracking. Visual-inertial tracking ARKit.

Why do coordinates drift?

How to read symbols. “Accelerometer” means that for the described simplified version, its signal and processing are sufficient. “Accelerometer + gyroscope” means the recommended combination. Additional channels are listed separately.

For quiet slopes, you can evaluate the severity with a filter. When actively moving, system estimates of gravity and linear acceleration are preferable. Specific axis signs, units, frequencies, and the presence of virtual sensors depend on the API and device.

How to turn movement into reliable mechanics

From catalog to prototype

Set the meaning of the signal. Tilt can change position, speed or acceleration. One gesture with these three rules feels completely different. The speed of the virtual object does not have to match the speed of the phone.

Select a comfortable neutral and axes. The user calibrates his usual grip. Explain what “up” means: the direction of the screen, the body, or the world. When changing screen orientation, override input consistently.

Use features in time. For gestures, the modulus and direction of linear acceleration, peaks and their order, duration, measure of intensity per window, periodicity and angular velocity are useful. The severity of acceleration changes can be assessed separately, but is particularly sensitive to noise.

Filter and separate phases. Introduce a dead zone, different entry and exit thresholds, minimum duration, pause between gestures and return check. Anti-aliasing reduces noise but adds latency; There are no universal thresholds for all phones.

Give clear feedback. Show neutral, current direction, progress and recognition fact. If the player cannot see the screen, use sound or vibration. The device's own vibration can also get into the signal.

Provide alternate input. A button, touch, or on-screen joystick maintains access to the action. You need to adjust the sensitivity, re-centering and disabling motion input. Decorative movement should take into account the preference for reducing animation.

Test behavior in a real environment. Test different grips, covers, body positions, accidental touches, walking and shaking of vehicles. Maintaining the posture is assessed with tolerance. Limit the effect of the gesture so that throws or maximum force are not required.

Check platform, permissions and lifecycle. Stop unnecessary data flow, consider application pause and skips. On the web, check HTTPS, the presence of events and the request for permission after user action where it is required. Having a standard does not guarantee equal support across browsers. W3C specification.

Six ready-made combinations

Combinations for the game

Fragile cargo

Balance + sharpness limitation + carrying. Tilt causes the load to slide, impulses damage it, stopping allows it to recover. For a separate route, you also need a position source.

Alchemical kitchen

Shake → let it settle → tilt → stop the flow at the right time. Success depends on the order, dose of movement and timing, not on the strength of the shaking.

Sapper with instructor

One player reads the cues, the other holds the pose, leads the target angle and freezes on command. Penalize exceeding the tolerance, show the status to both roles.

Music machine

Tilt selects timbre, impulse sets a note, repetition sets rhythm, stillness completes a phrase. Touching turns on recording so that normal movement does not change the composition.

Storm on the table

The tilt changes the weight, the oncoming movement compensates for the virtual wind, the waves swing the load. The player predicts momentum rather than simply repeating the arrows.

Precise Spell

Hold the button → perform a sequence of directions → maintain the pose → confirm. The voice can choose the type of spell. Each stage has its own feedback.

Real references

Proven Applications

Doodle Jump

The developer describes tilting to move left and right and tapping to shoot. An example of a combination of continuous motion control with discrete touch action.

Description of Lima Sky in the App Store

iBeer

The developer specifies tilting to simulate drinking, shaking for foam, and pouring between phones. An example of how material and object metaphor connect different gestures.

Description of HOTTRIX

Shake to Undo

The iPhone manual describes how to disable shake cancel. This is an example of a command with potential random occurrences and a necessary alternative.

Apple Guide

phyphox

The project provides experiments with acceleration and shows the difference in readings with and without gravity. His material on integration explains the limitations of path reconstruction.

Linear Acceleration Integration Limits

The remaining applications in the catalog are original design examples. They are not attributed to specific games and do not mean that recognition has already been implemented or tested on the device.

How to use the catalog

Separate player action, signal recognition, game rule, and feedback. The related variants here preserve the context of application and are not necessarily independent physical primitives.

When prototyping, test one rule and failure conditions first. The presence of an API, sensor, or source does not prove that all scenarios work. For devices, test feature availability, calibration, and alternate input on the actual target hardware.

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

CC BY 4.0 · gamemechanics.pro contributors