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    Games are no longer about punching keys

    Submitted By:

    Brijesh Valera

    Roll no: 52

    Trimester - V

    Ahmedabad University

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    Acknowledgment

    The presentation of this report gives me a feeling of fulfilment. As the final frontier

    towards completing this term, the activity of seminar has bridged the gap between

    the academics and practical real-life presentation work for me. It has prepared me to

    apply myself better to become good IT Professionals. Naturally, it required a lot of

    peoples support.

    People who encouraged me, I am extremely thankful to Mr. Vinay Vachharajani

    and Mr. Sandeep Vasant for providing this wonderful opportunity to come and

    present my skills. Also for providing platform and judging me and guide me.

    I sincerely express my deep source gratitude to Mr. Bipin Mehta (Director) for

    moulding my thoughts and vision towards presentation. I appreciate his concern

    and interest regarding this subject. And, I like his view of merging such interesting

    activity with my curriculum & academic schedule.

    Last but not least my heartily thanks is to Ms. Jagruti Nathani , my friends and

    family who have provided me with innumerable discussions on many technicalities

    and friendly tips.

    Brijesh Valera

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    Index

    1.

    Introduction 42. Motion Capture Technology .... 43. Motion Sensing MEMS . 54. Motion Gaming Market 6

    a. Mobile Gamingb. Console Gaming

    5. Mobile Motion Gaming 6a. Samsung Galaxy S

    b.

    iPhone 46. Console Motion Gaming .. 7

    a. Wii Remoteb. PlayStation Movec. Kinect

    7. Challenges 148. The future . 149. References 15

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    Abstract

    Motion Gaming goes beyond high-end visuals and makes game play real by

    facilitating physical involvement in a game. Motion sensing provides a new

    generation gaming experience that actively responds to the players physical

    movements. The aim of the gaming application is to produce an immersive,

    augmented reality experience through the integration of the virtual with the real

    world.

    Some Important Terms: Accelerometer, Gyroscope and Magnetometer.

    i. Introduction

    Motion gaming technology uses

    motion sensing devices combined with

    the advanced software technology to

    translate physical gestures through

    controllers, joysticks and game pads

    into movements which are seen on-

    screen, at the same time. Motion

    gaming technology relies on

    movement of the users body and

    limbs as inputs to interact with the

    game as opposed to use of buttons

    either through a keyboard, joystick or

    game controller. It offers a realistic

    experience, which adds to the thrill of

    playing games. Motion gaming started

    with the Nintendo Wii consoles

    controller, the Wiimote.

    ii. Motion Capture Technology

    Motion capture, motion tracking, or

    mocap are terms used to describe the

    process of recording movement and

    translating that movement onto adigital model. It is used in military,

    entertainment, sports, medical

    applications and for validation of

    computer vision and robotics. In

    filmmaking it refers to recording

    actions of human actors, and using

    that information to animate digital

    character models in 2D or 3Dcomputer animation. When it includes

    face, fingers and captures subtle

    expressions, it is often referred to as

    performance capture.

    In motion capture sessions,

    movements of one or more actors are

    sampled many times per second,

    although with most techniques (recent

    developments from Weta use images

    for 2D motion capture and project into

    3D) motion capture records only the

    movements of the actor, not his/her

    visual appearance. This animation data

    is mapped to a 3D model so that the

    model performs the same actions as

    the actor. This is comparable to the

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    older technique of rotoscope, such as

    the 1978 The Lord of the Rings animated

    film where the visual appearance of

    the motion of an actor was filmed,

    then the film used as a guide for the

    frame by frame motion of a hand-

    drawn animated character.

    Camera movements can also be

    motion captured so that a virtual

    camera in the scene will pan, tilt, or

    dolly around the stage driven by a

    camera operator, while the actor isperforming and the motion capture

    system can capture the camera and

    props as well as the actor's

    performance. This allows the

    computer generated characters, images

    and sets, to have the same perspective

    as the video images from the camera.

    A computer processes the data anddisplays the movements of the actor,

    providing the desired camera

    positions in terms of objects in the set.

    Motion tracking or motion capture

    started as a photogrammetric analysis

    tool in biomechanics research in the

    1970s and 1980s, and expanded into

    education, training, sports and

    recently computer animation for

    television, cinema and video games as

    the technology matured. A performer

    wears markers near each joint to

    identify the motion by the positions or

    angles between the markers. Acoustic,

    inertial, LED, magnetic or reflective

    markers, or combinations of any of

    these, are tracked, optimally at least

    two times the frequency rate of the

    desired motion, to sub millimetre

    positions.

    Now, relating this capture to the

    gaming.

    iii. Motion Sensing MEMS

    The devices used in Motion Gaming

    include Motion Sensing MEMS such as

    accelerometer, gyroscope and

    magnetometer.

    An accelerometer can detect linear

    acceleration so it can provide a signalabout movement in all three

    dimensions.

    A gyroscope can detect angular

    acceleration and can provide accurate

    information about tilt, turn, rotation or

    movement around an axiseven the

    vertical axis.

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    A magnetometer uses the earths

    magnetic field to implement a compass

    or directions into games.

    The combination of MEMS andgaming software can create an

    experience where the user feels that he

    or she is a part of the game. For e.g.

    Tennis video games, which were

    earlier played by clicking mouse

    buttons can be played just as you

    would on an actual tennis court.

    MEMS can accurately map themovement of a players wrist and send

    the signal to the gaming software to

    display the same on screen.

    iv. Motion Gaming Market

    The motion gaming market isprimarily divided into two segments

    namely console and mobile gaming.

    The console gaming market is

    dominated by the Sony PlayStation,

    Microsoft Xbox and Nintendo Wii.

    These gaming consoles, and the

    software for the same, are much in

    demand in India and can be found inalmost every electronic shop.

    The recent development of motion

    gaming on the mobile has brought this

    technology within the reach of the

    masses. The sensors used for motion

    gaming are also being used to

    augment existing and upcoming

    applications for mobile phones. e.g.

    Movement from portrait/landscape, to

    advanced navigation (augmented-

    reality) or image stabilization. Mobile

    devices can act as a remote, joystick,

    tennis racket or steering to implement

    games, which are triggered by hand

    movements.

    Indias gaming market of $70 million is

    growing significantly at 35% year-on-

    year. The introduction of 3G services is

    expected to give a boost to the gaming

    market in the country. The latestFederation of Indian Chambers of

    Commerce and Industry report pegs

    the Indian media and entertainment

    industry at Rs. 587 billion ($12 billion)

    and gaming is estimated to be the

    fastest growing sector in this industry,

    during the next five years.

    v. Mobile Motion Gaming

    Motion gaming has become one of the

    key differentiating factors in mobile

    phones. The emergence of local

    players has led to an intensification of

    competition and brought down prices.As a result, companies rely on

    differentiating factors such as motion

    sensing in order to maintain profit

    margins.

    Most of the latest high-end mobile

    phones such as the iPhone 4, Samsung

    Galaxy S etc. support accelerometer-

    based motion gaming. Game

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    developers are also developing games

    for these platforms taking advantage

    of the high processing power on these

    devices. The Samsung Galaxy S has a

    1GHz processor. Some common games

    using this technology are car racing

    games such as Need for Speed: Shift.

    The iPhone 4 has an integrated motion

    sensor, which can be used to run third-

    party applications, games and even

    motion sensing ads. Sega Super

    Monkey Ball has been one of the most

    successful iPhone games in this

    category.

    However, there are also some failures

    like the Sony Ericsson F305, which

    looks like the Wii controller and comes

    equipped with an accelerometer but

    fails miserably because its almostimpossible to follow what youre

    doing. If you swing the phone to bowl,

    you cant see where the ball is going.

    LG Cookie, amongst the cheapest

    touchscreen phones around, also offers

    a decent motion gaming experience.

    Moreover, Nokia is gearing up to enter

    this segment with an announcementthat most devices coming later this

    year will include an accelerometer.

    Currently, the Nokia N79, N82, N85,

    N95, N95, N96 and the 6210 Navigator

    are equipped with the technology.

    vi. Console Motion Gaming

    A console manufacturer is a company

    that manufactures and distributes

    video game consoles. It is also known

    as a first-party video game publisher.

    Some of the most recognized console

    manufacturers include:

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    Microsoft newest major player in the

    market, releasing the Xbox and Xbox

    360 consoles.

    Nintendo historically the bestknown console manufacturer; also the

    longest running company in the

    market, and long-time dominant

    market leader of the handheld console

    market.

    Sony Computer Entertainment

    found worldwide success with its first

    console, the Sony PlayStation.

    Here, Primary motion controller for

    this gaming consoles.

    Wii Remote

    The Wii Remote , sometimes

    unofficially nicknamed "Wiimote", is

    the primary controller for Nintendo's

    Wii console. A main feature of the Wii

    Remote is its motion sensing

    capability, which allows the user to

    interact with and manipulate items on

    screen via gesture recognition and

    pointing through the use of

    accelerometer and optical sensor

    technology. Another feature is its

    expandability through the use of

    attachments. The attachment bundled

    with the Wii console is the Nunchuk,

    which complements the Wii Remote

    by providing functions similar to those

    in gamepad controllers. Some other

    attachments include the Wii Classic

    Controller, Wii Zapper, and the Wii

    Wheel, originally used for Mario Kart.

    The Wii Remote assumes a one-

    handed remote control-based design

    instead of the traditional gamepad

    controllers of previous gaming

    consoles. This was done to make

    motion sensitivity more intuitive, as a

    remote design is fitted perfectly for

    pointing, and in part to help the

    console appeal to a broader audience

    that includes non-gamers. The body of

    the Wii Remote measures 148 mm

    (5.83 in) long, 36.2 mm (1.43 in) wide,

    and 30.8 mm (1.21 in) thick. The Wii

    Remote model number is RVL-003, a

    reference to the project codename

    "Revolution".

    The controller communicates

    wirelessly with the console via short-

    range Bluetooth radio, with which it is

    possible to operate up to four

    controllers as far as 10 meters (approx.

    30 feet) away from the console.

    However, to utilize pointer

    functionality, the Wii Remote must be

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    used within five meters (approx.

    16 feet) of the Sensor Bar.

    Sensor Bar

    The controller's symmetrical design

    allows it to be used in either hand. The

    Wii Remote can also be turned

    horizontally and used like a

    Famicom/NES controller, or in somecases (like Excite Truck, Sonic and the

    Secret Rings, Mario Kart Wii, and Sonic

    and Sega All-Stars Racing) a steering

    wheel. It is also possible to play a

    single-player game with a Wii Remote

    in each hand, as in the Shooting Range

    game contained in Wii Play.

    The controller was made slightly

    longer, and a speaker was added to the

    face beneath the centre row of buttons.

    The "B" button became more curved

    resembling a trigger. The "Start" and

    "Select" buttons were changed to plus

    "+" and minus "", and the "b" and "a"

    buttons were changed to 1 and 2 to

    differentiate them from the "A" and "B"

    buttons. Also, the symbol on the

    "Home" button was changed from a

    blue dot to a shape resembling a

    home/house, the shape of the power

    button was made circular rather than

    rectangular, and the blue LEDs

    indicating player number are now

    labelled using small Braille-like raised

    dots instead of Arabic numerals, with

    "1" being "", "2" being "", "3" being

    "", and "4" being "". Also, the

    expansion port was redesigned, with

    expansion plugs featuring a smaller

    Snap-On design.

    Popular Games:

    PlayStation Move

    PlayStation Move (This Changes

    Everything) is a motion-sensing game

    controller platform for the PlayStation

    3 (PS3) video game console by Sony

    Computer Entertainment (SCE). Based

    on a handheld motion controller

    wand, PlayStation Move uses thePlayStation Eye camera to track the

    wand's position, and inertial sensors in

    the wand to detect its motion.

    First revealed on June 2, 2009,

    PlayStation Move launched in

    mainland Europe and most Asian

    markets on 15 September 2010, in

    Australasia on 16 September 2010, in

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    North America and the UK on 17

    September 2010, in Japan on 21

    October 2010. Hardware available at

    launch included the main PlayStation

    Move motion controller, a

    supplementary PlayStation Move

    navigation controller, and an optional

    PlayStation Move charging station.

    The primary component of PlayStation

    Move, the PlayStation Move motion

    controller is a wand controller which

    allows the user to interact with the

    PlayStation 3 through motion and

    position in front of the PlayStation Eye

    webcam.

    They have added the illuminated ball

    on the end of the controller and the

    camera peripheral to help the system

    track controller movement better

    The PlayStation Eye is a digital

    camera device, similar to a webcam,

    for the PlayStation 3. The technology

    uses computer vision and gesture

    recognition to process images taken by

    the camera. This allows players to

    interact with games using motion and

    colour detection as well as sound

    through its built-in microphone array.

    It is the successor to the EyeToy for the

    PlayStation 2, which was released in

    2003.

    The PlayStation Eye is capable of

    capturing standard video with frame

    rates of 60 hertz at a 640480 pixel

    resolution, and 120 hertz at 320240

    pixels, which is "four times the

    resolution" and "two times the frame-rate" of the EyeToy, according to Sony.

    The PlayStation Eye also has "two

    times the sensitivity" of the EyeToy,

    with Sony collaborating with sensor

    chip partner Omni Vision

    Technologies on a sensor chip design

    using larger sensor pixels, allowing for

    more effective low-light operation.

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    Now, again back to Move, The

    PlayStation Move motion controller

    features an orb at the head which can

    glow in any of a full range of colours

    using RGB light-emitting diodes

    (LEDs). Based on the colours in the

    user environment captured by the

    PlayStation Eye webcam, the system

    dynamically selects an orb colour that

    can be distinguished from the rest of

    the scene. The coloured light serves as

    an active marker, the position of which

    can be tracked along the image plane

    by the PlayStation Eye.

    A pair of inertial sensors inside the

    controller, a three-axis linear

    accelerometer and a three-axis angular

    rate sensor, are used to track rotation

    as well as overall motion. An internal

    magnetometer is also used forcalibrating the controller's orientation

    against the Earth's magnetic field to

    help correct against cumulative error

    (drift) by the inertial sensors. The

    inertial sensors can be used for dead

    reckoning in cases which the camera

    tracking is insufficient, such as when

    the controller is obscured behind theplayer's back.

    The controller face features a large

    ovoid primary button (Move), small

    action buttons ( , , , ), and a

    regular-sized PS button, arranged in a

    similar configuration as on the Blu-ray

    Disc Remote Control. On the left and

    right side of the controller is a Select

    and Start button, respectively. On the

    underside is an analog trigger (T). On

    the tail end of the controller are the

    wrist strap, USB port, and extension

    port.

    The motion controller features

    vibration-based haptic technology. In

    addition to providing a tracking

    reference, the controller's orb light can

    be used to provide visual feedback,

    simulating aesthetic effects such as the

    muzzle flash of a gun, or the paint on abrush.

    Popular Games:

    http://en.wikipedia.org/wiki/File:PlayStationSquare.svghttp://en.wikipedia.org/wiki/File:PlayStationX.svghttp://en.wikipedia.org/wiki/File:PlayStationCircle.svghttp://en.wikipedia.org/wiki/File:PlayStationTriangle.svg
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    Microsoft Kinect

    Kinect for Xbox 360, or simply Kinect

    (originally known by the code name

    Project Natal), is a "controller-free

    gaming and entertainment experience"

    by Microsoft for the Xbox 360 video

    game platform, and may later be

    supported by PCs via Windows 8.

    Based around a webcam-style add-on

    peripheral for the Xbox 360 console, it

    enables users to control and interact

    with the Xbox 360 without the need to

    touch a game controller , through a

    natural user interface using gestures,

    spoken commands, or presented

    objects and images. The project is

    aimed at broadening the Xbox 360's

    audience beyond its typical gamer

    base.

    Kinect was launched in North America

    on November 4, 2010, in Europe on

    November 10, 2010, in Australia, NewZealand and Singapore on November

    18, 2010 and in Japan on November 20,

    2010. Purchase options for the sensor

    peripheral include a bundle with the

    game Kinect Adventures and console

    bundles with either a 4 GB or 250 GB

    Xbox 360 console and Kinect

    Adventures.

    Kinect is based on software technology

    developed internally by Rare, a

    subsidiary of Microsoft Game Studios

    owned by Microsoft and range camera

    technology by Israeli developer

    PrimeSense, which interprets 3D scene

    information from a continuously-

    projected infrared structured light.

    The Kinect sensor is a horizontal bar

    connected to a small base with a

    motorized pivot, and is designed to be

    positioned lengthwise above or below

    the video display. The device features

    an "RGB camera, depth sensor and

    multi-array microphone running

    proprietary software", which provides

    full-body 3D motion capture, facial

    recognition and voice recognition

    capabilities. Voice recognition

    capabilities will be available in Japan,

    the United Kingdom, Canada and the

    United States at launch, but have been

    postponed until spring 2011 in

    mainland Europe. The Kinect sensor's

    microphone array enables the Xbox

    360 to conduct acoustic source

    localization and ambient noise

    suppression, allowing for things such

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    as headset-free party chat over Xbox

    Live.

    The depth sensor consists of an

    infrared laser projector combined witha monochrome CMOS sensor, and

    allows the Kinect sensor to see in 3D

    under any ambient light conditions.

    The sensing range of the depth sensor

    is adjustable, with the Kinect software

    capable of automatically calibrating

    the sensor based on gameplay and the

    player's physical environment, such asthe presence of furniture.

    According to information supplied to

    retailers, the Kinect is capable of

    simultaneously tracking up to six

    people, including two active players

    for motion analysis with a feature

    extraction of 20 joints per player.

    Through reverse engineering efforts, ithas been determined that the Kinect

    sensor outputs video at a frame rate of

    30 Hz, with the RGB video stream at 8-

    bit VGA resolution (640 480 pixels)

    with a Bayer colour filter, and the

    monochrome video stream used for

    depth sensing at 11-bit VGA resolution

    (640 480 pixels with 2,048 levels ofsensitivity). The Kinect sensor has a

    practical ranging limit of 1.2 3.5

    metres (3.911 feet) distance when

    used with the Xbox software.

    Working like:

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    ix. References

    playstation.com howstuffworks.com Xbox.com expresscomputeronline.com cnet.com