motion gaming
TRANSCRIPT
-
8/2/2019 Motion Gaming
1/15
1
Games are no longer about punching keys
Submitted By:
Brijesh Valera
Roll no: 52
Trimester - V
Ahmedabad University
-
8/2/2019 Motion Gaming
2/15
2
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
-
8/2/2019 Motion Gaming
3/15
3
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
-
8/2/2019 Motion Gaming
4/15
4
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
-
8/2/2019 Motion Gaming
5/15
5
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.
-
8/2/2019 Motion Gaming
6/15
6
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
-
8/2/2019 Motion Gaming
7/15
7
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:
-
8/2/2019 Motion Gaming
8/15
8
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
-
8/2/2019 Motion Gaming
9/15
9
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
-
8/2/2019 Motion Gaming
10/15
10
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.
-
8/2/2019 Motion Gaming
11/15
11
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 -
8/2/2019 Motion Gaming
12/15
12
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
-
8/2/2019 Motion Gaming
13/15
13
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:
-
8/2/2019 Motion Gaming
14/15
-
8/2/2019 Motion Gaming
15/15
15
ix. References
playstation.com howstuffworks.com Xbox.com expresscomputeronline.com cnet.com