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Games are no longer about punching keys

Submitted By:
Brijesh Valera Roll no: 52 Trimester - V Ahmedabad University

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

Index
1. Introduction 4 2. Motion Capture Technology .... 4 3. Motion Sensing MEMS . 5 4. Motion Gaming Market 6 a. Mobile Gaming b. Console Gaming 5. Mobile Motion Gaming 6 a. Samsung Galaxy S b. iPhone 4 6. Console Motion Gaming .. 7 a. Wii Remote b. PlayStation Move c. Kinect 7. Challenges 14 8. The future . 14 9. References 15

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

translating that movement onto a digital model. It is used in military, entertainment, sports, medical

motion sensing devices combined with the advanced software technology to translate physical gestures through controllers, joysticks and game pads into movements which are seen onscreen, 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.

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 face, models and in 2D or 3D computer animation. When it includes fingers 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

ii. Motion Capture Technology


Motion capture, motion tracking, or mocap are terms used to describe the process of recording movement and

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 handdrawn animated character. Camera movements can also be

Motion tracking or motion capture started as a photogrammetric analysis tool in biomechanics research in the 1970s and 1980s, and expanded into education, recently training, computer sports animation and 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.

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 is performing and the motion capture system can capture the camera and props as well as the allows actor's the performance. This

computer generated characters, images and sets, to have the same perspective as the video images from the camera. A computer processes the data and displays the movements of the actor, providing the desired camera positions in terms of objects in the set.

iii. Motion Sensing MEMS


The devices used in Motion Gaming include Motion Sensing MEMS such as accelerometer, magnetometer. An accelerometer can detect linear acceleration so it can provide a signal about movement in all three dimensions. A gyroscope can detect angular gyroscope and

acceleration and can provide accurate information about tilt, turn, rotation or movement around an axiseven the vertical axis.

A magnetometer uses the earths magnetic field to implement a compass or directions into games. The combination software of can MEMS create and an

Movement from portrait/landscape, to advanced navigation (augmentedreality) 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-onyear. The introduction of 3G services is expected to give a boost to the gaming market in the country. The latest Federation 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

gaming

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 the movement 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 is

fastest growing sector in this industry, during the next five years.

primarily 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 in almost 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 augment are also being and used to existing upcoming

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 accelerometerbased motion gaming. Game

applications for mobile phones. e.g.

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. 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 almost impossible 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 announcement The iPhone 4 has an integrated motion sensor, which can be used to run thirdparty applications, games and even motion sensing iPhone ads. Sega in Super this Monkey Ball has been one of the most successful category. games that 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:

Microsoft newest major player in the market, releasing the Xbox and Xbox 360 consoles. Nintendo longest market, market. Sony Computer Entertainment historically company the in best the

Controller, Wii Zapper, and the Wii Wheel, originally used for Mario Kart.

known console manufacturer; also the running and long-time dominant

market leader of the handheld console

found worldwide success with its first console, the Sony PlayStation. Here, Primary motion controller for this gaming consoles.

The Wii Remote assumes a onehanded 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

Wii Remote
The Wii Remote, sometimes

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

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 and the optical use of accelerometer 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

wirelessly with the console via shortrange Bluetooth radio, with which it is possible 30 feet) to operate from up the to four controllers as far as 10 meters (approx. away to console. pointer However, utilize

functionality, the Wii Remote must be

used within five meters (approx. 16 feet) of the Sensor Bar.

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.

Sensor Bar

The controller's symmetrical design allows it to be used in either hand. The Wii Remote horizontally can and also used be turned like a

Popular Games:

Famicom/NES controller, or in some cases (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

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 the PlayStation Eye camera to track the wand's position, and inertial sensors in the wand to detect its motion. First revealed on June 2, 2009, in

PlayStation

Move

launched

mainland Europe and most Asian markets on 15 September 2010, in Australasia on 16 September 2010, in

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, PlayStation a Move supplementary

They have added the illuminated ball on the end of the controller and the camera peripheral to help the system track controller movement better

navigation controller, and an optional PlayStation Move charging station.

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 frameThe 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. 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

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 to controller providing a features tracking

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

vibration-based haptic technology. In addition 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 a brush.

Popular Games:

accelerometer and a three-axis angular rate sensor, are used to track rotation as well as overall motion. An internal magnetometer is also used for calibrating 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 the player'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

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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 is based on software technology developed internally by Rare, a subsidiary of Microsoft Game Studios owned by Microsoft and range camera technology information by from Israeli a developer PrimeSense, which interprets 3D scene continuouslyprojected 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

Kinect was launched in North America on November 4, 2010, in Europe on November 10, 2010, in Australia, New Zealand 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.

full-body 3D motion capture, facial recognition capabilities. and voice recognition recognition Voice

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 and acoustic ambient source noise localization

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 with a 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 as the 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, it has been determined that the Kinect sensor outputs video at a frame rate of 30 Hz, with the RGB video stream at 8bit 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 of sensitivity). 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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Kinect Play:

motion sensing technology. Also, most existing platforms lack the processing power or compatible controllers to fully utilize motion sensing.

viii. The Future


Popular Games: The motion gaming market has evolved in India and the concept should catch on in a big way with mobile phone users. Games customized to the Indian tastes are expected to emerge. The emergence of 3D TV in the Indian market is also expected to create a whole new gaming experience and it will further drive the growth of motion gaming. A MEMS-based remote controller, which can be used as an air mouse or gaming joystick is also expected to emerge as major growth category. As newer mobile devices and gaming consoles like the Sony PlayStation Move and Microsoft Kinect gaming platform, which use motion sensing hit the market, the popularity of this category of games is expected to burgeon. As the market evolves, there will be an increasing need for feature-rich and intelligent MEMS devices. Companies that combine features such as accelerometer, gyroscope, and magnetometer in a single device are expected to be more successful.

Motion Sports: Play For Real

Fighter Uncaged

vii. Challenges
The challenges on the mobile PC front are similar to those faced in the case of smartphones with a major one being to keep power consumption low while playing games. There are still few top-of-the-line games available that make use of

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ix. References
playstation.com howstuffworks.com Xbox.com expresscomputeronline.com cnet.com

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