Video Games and Interfaces: Past, Present and Future Class #2: Intro to Video Game User Interfaces

Similar documents
Digital Media & Computer Games 3/24/09. Digital Media & Games

COMS 465: Computer Mediated Communication

Classifying 3D Input Devices

Classifying 3D Input Devices

Introduction to Computer Games

IMGD 4000 Technical Game Development II Interaction and Immersion

Programming of Graphics

? 5. VR/AR AI GPU

VIRTUAL REALITY. Mete CINAR - Merve KAYA - Gonul KANBAY - Umit VATANSEVER. Course Professor Rushan ZIATDINOV FATIH UNIVERSITY

ORIGIN OF GAMING IN VIRTUAL REALITY

Gaming Consoles & Win 8 Tips & Apps. Grand Computers Club New Technologies SIG December 17, 2014

15-466/ Fall 14 Computer Game Programming Introduction

Principles of Computer Game Design and Implementation. Lecture 1

Gaming Development Fundamentals

CompuScholar, Inc. Alignment to Utah Game Development Fundamentals Standards

A (Very) Brief History

WeekI. , of video games IND - Survey of peers on Interactive Entertainment

Game Industry Presented by: Marcin Chady

The Advancement of Game Devices! by Matt DiMaria

A (Very) Brief History

Game Industry Presented by: Pam Chow

Digital Games. Lecture 17 COMPSCI 111/111G SS 2018

They Allow Developers To Get Innovative

Advancements in Gesture Recognition Technology

3D User Interfaces. Using the Kinect and Beyond. John Murray. John Murray

The Routledge Companion to Video Game Studies

Bring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events

UNIT 36 ASSIGNMENT ONE. Casey-Jo Kenny Student ID

Games Research: the Science of Interactive Entertainment

English as a Second Language Podcast ESL Podcast 295 Playing Video Games

Playstation Move Controller Doesn't Light Up

3D Interaction Techniques

Electronic Attractions Airline Pilots Take the wheel of a 747 and see if you can navigate the skies.

interactive laboratory

Input devices and interaction. Ruth Aylett

Xbox 360 vs. playstation 3

Kinect Interface for UC-win/Road: Application to Tele-operation of Small Robots

Immersive Real Acting Space with Gesture Tracking Sensors

Welcome, Introduction, and Roadmap Joseph J. LaViola Jr.

TEAM JAKD WIICONTROL

Short Course on Computational Illumination

Evolution of Gaming. AESTHEHumanities! Weekly THINK! Fun facts that will surely console you on a bad day

A Study on the control Method of 3-Dimensional Space Application using KINECT System Jong-wook Kang, Dong-jun Seo, and Dong-seok Jung,

- applications on same or different network node of the workstation - portability of application software - multiple displays - open architecture

The Undercurrent of Revolution in the Games Industry

The Next Generation of Gaming Consoles

GAMES AND GAMING MAY 2014

Xbox 360 Wireless Speed Wheel Bumper Buttons

The 10 Best Video Game Consoles include the Atari 2600 (VCS), Nintendo NES, Sega Genesis, Sony PlayStation, Nintendo 64, Sony PlayStation 2

CSE 165: 3D User Interaction. Lecture #11: Travel

Introduction to Virtual Reality (based on a talk by Bill Mark)

VR-programming. Fish Tank VR. To drive enhanced virtual reality display setups like. Monitor-based systems Use i.e.

Omni-Directional Catadioptric Acquisition System

November 30, Prof. Sung-Hoon Ahn ( 安成勳 )

Geo-Located Content in Virtual and Augmented Reality

Current Advertisements. Immersive gaming Celebrity endorsement Casual appeal

Computer Gaming and VR John K. Bennett

Interface in Games. UNM Spring Topics in Game Development ECE 495/595; CS 491/591

S

HeroX - Untethered VR Training in Sync'ed Physical Spaces

Whistle Pongbat Peter Capraro Michael Hankin Anand Rajeswaran

Portfolio. Swaroop Kumar Pal swarooppal.wordpress.com github.com/swarooppal1088

JUNE 2014 MAIN EXAMINATION MODULE: MARKETING MANAGEMENT PROGRAMME: POST GRADUATE DIPLOMA IN MANAGEMENT

Chapter 1 Virtual World Fundamentals

Theory and Practice of Tangible User Interfaces Tuesday, Week 9

INTERACTIVE GAMING: MOVEMENT FOR A SEDENTARY SOCIETY

R (2) Controlling System Application with hands by identifying movements through Camera

Inspiring Creative Fun Ysbrydoledig Creadigol Hwyl. Kinect2Scratch Workbook

Entertainment Systems. A game is a series of interesting choices. (Sid Meier)

Tracking. Alireza Bahmanpour, Emma Byrne, Jozef Doboš, Victor Mendoza and Pan Ye

New nintendo retro game console

Virtual reality has some problems to fix

Microsoft xbox 360 support number

! Technology s impact on game design

Tangible User Interface for CAVE TM based on Augmented Reality Technique

Capacitive Face Cushion for Smartphone-Based Virtual Reality Headsets

Recycling Industry Information

A Study of Navigation and Selection Techniques in Virtual Environments Using Microsoft Kinect

KINECT GAMES GUIDE epoint.edu.vn KINECT GAMES GUIDE. page 1 / 7

Rosen Educational Services materials copyright 2012 Rosen Educational Services, LLC. All rights reserved.

Despite the many revolutionary advancements in

Virtual Reality and Natural Interactions

CONTENTS. List of Tables and Figures List of Boxes Acknowledgements. 27 Suggested further reading

Oleh. Salamun Rohman Nudin, S.Kom., M.Kom Pemrograman Game/ Teknik Informatika Unesa

CSE 190: Virtual Reality Technologies LECTURE #7: VR DISPLAYS

Microsoft touts Xbox One as all-in-one entertainment (Update 4) 21 May 2013, by Barbara Ortutay

Harry Plummer KC BA Digital Arts. Virtual Space. Assignment 1: Concept Proposal 23/03/16. Word count: of 7

CSE 165: 3D User Interaction. Lecture #7: Input Devices Part 2

Massachusetts Institute of Technology Department of Electrical Engineering and Computer Science

Game Console Hacking: Xbox, PlayStation, Nintendo, Game Boy, Atari And Sega By Albert Yarusso, Joe Grand

PROPOSED SYSTEM FOR MID-AIR HOLOGRAPHY PROJECTION USING CONVERSION OF 2D TO 3D VISUALIZATION

Interface Design V: Beyond the Desktop

Xbox 360 canada sale

Look at your results and decide who is the biggest computer gamer in your class.

Non-Conventional Interaction Study on Rythm Games

Immersion in Game Atmospheres for the Video Game Heritage Preservation

Global Virtual Reality Market: Industry Analysis & Outlook ( )

FATE WEAVER. Lingbing Jiang U Final Game Pitch

Interacting within Virtual Worlds (based on talks by Greg Welch and Mark Mine)

Manual Killer Instinct Super Nintendo Character List

Transcription:

Video Games and Interfaces: Past, Present and Future Class #2: Intro to Video Game User Interfaces Content based on Dr.LaViola s class: 3D User Interfaces for Games and VR

What is a User Interface? Where the interaction between humans and machines occurs. User interface refers to the parts of a computer and its software that you (the user) see, hear, touch, or talk to. Input allowing the users to manipulate a system. Output allowing the system to indicate the effects of the input. For example, if I use a mouse to point and click, or I speak instructions to the computer those are input. And the output is what I see displayed on the screen.

Why Video Games? Video Games Multi-billion dollar industry: $10.5 billion in 2005 in US alone. Major driving force in home entertainment. Driving force in technological innovation Graphics algorithms, hardware, sound, AI, etc. can be applied to other fields. Technological transfer to healthcare, biomedical research, defense, and education.

User Interfaces in Video Games Types of User Interfaces Keyboard and mouse control a Graphical User Interface (GUI). Console controller (XBOX, PlayStation) Nintendo Wii wiimote, balance board. Arcade games, specialized UIs, Dance Dance Revolution. Microsoft Kinect webcam using gestures or spoken commands.

History of Game UIs 1947: Cathode-ray tube amusement device. Earliest proposal for an electronic gaming device. The interface consisted of knobs and buttons. Based on WWII radar displays, players use knobs to adjust the trajectory of light beams (missiles) in an attempt to hit targets. Nobody knows if it was actually implemented, but the idea was patented.

Early Video Games Tennis for two: Second ever video game: 1958 Display: oscilloscope Input: dial and a button

Early Video Games Spacewar! First computer game: 1961: by Russel, Graetz, and Wiitanen at MIT. Interface: mostly buttons, but also joysticks and light pen. 2 armed spaceships attempt to shoot one another while maneuvering in the gravity well of a star.

Early Video games 1971: Computer Space is the first ever arcade game. Spacewar! clone. Interface is mostly buttons. Not very popular, since its rules were to complex.

Early Video Games 1972: Magnavox Odyssey is a first ever home game console. Could play Ping-Pong with 2 people. Buttons and dials, 1D. 1975: Atari creates Pong for home and arcades. Game industry is born.

Early Video Games 1977: Atari 2600 console Cartridge based system, so you could change games. 2D controllers joystick and a trackball. Introduce quality sound hardware, which is still popular today.

Early Video Games 1978: Magnavox Odyssey2 Includes full-sized keyboard. Used for educational software and programming. First home electronics device with speech synthesis.

Modern Consoles 1983: Nintendo Famicom Modern controller layout: controls for both hands, directional buttons. Increasingly complex controllers and interfaces: games are still 2D, but interaction is more complex and rich. 1994: Nintendo 64 First true 3D console Adds joystick to controller, game pad gets more controls.

Modern Consoles 1996: Sony dual-shock controller Adds second joystick and shoulder buttons. Standard controller for PS, PS2, PS3. Observations Increased complexity of game interface allows for more expression in games. Difficult to master Focuses more and more on hard-core games, since casual gamers often find games more difficult.

Arcade Games Easy to learn, but difficult to master Has to be learned immediately. Interface can t be too complex. Began in the mid 1970 s First game with 3D graphics Battlezone (1980). Specialized interfaces Often based on simulation activities: Shooting, driving, snowboarding. Many innovative and original interfaces

Arcade Games UI Innovation

Arcade Games UI Innovation

Virtual Reality Arcade Games Arcades were first to introduce VR and 3DUI in games (1990 s) Head/body tracking Stereoscopic vision Immersive displays 3D spatial interaction

Virtual Reality Arcade Games Disney Quest: Indoor interactive theme park (opened 1998) Several VR games Pirates of the Caribbean: Battle for Buccaneer s Gold Uses motion platform, shoot cannons, navigate with steering wheel. Surround screen display, users wear stereo glasses. Virtual Jungle Cruise Users sit in raft, steer and paddle. Aladdin s Magic Carpet Ride Users wear Head Mounted Display (HMD), sit on motorcycle-like device to steer.

3D and VR on Game Consoles Several attempts to introduce 3D/VR for game consoles. 1986: Sega Master System 3D glasses, LCD shutters, few games. 1995: Nintendo Virtual Boy Virtual reality goggles, monochrome, stereo. Not successful Low quality, didn t work well. Not necessary since games were so simple.

Conclusions from History Games complexity increases 1970: Pong 1980: Donkey Kong 2000: Halo Interaction complexity increases.

Some Conclusions from History The complexity of controllers increased Use same interface components as in the 60s Buttons, Joysticks, Keyboard/mouse Combined together / increased number. More difficult to learn and master. Less accessible to casual user. 3D spatial controllers / 3DUI Very successful in arcades. Failed in home devices. Inaccurate/low quality.

3D User Interfaces - Today

3DUI What? Goal of 3DUI in games Designing input devices and interaction techniques to effectively control highly dynamic 3D content. 3 basic approaches: Mapping 2D input to interact with 3D world Keyboard and mouse, joysticks, game controllers. Ex. Flight Simulator, Second Life, Halo 3 Simulating real world tools or using physical props Simulation: steering wheels, light guns, musical instruments. Physical props: dance pads. True spatial tracking of user gestures Camera, ex. Sony Eyetoy, Microsoft Kinect. Acceleration/infrared tracking: Wii controllers.

3DUI in the Home Today Rapid growth of 3D spatial interfaces for games today Cheaper and higher quality of sensors Fast game hardware can perform complex tracking/recognition Need for simpler and more intuitive interaction with games. Games has become mainstream culture, more casual not only hard-core gamers.

3DUI in the Home Today 2003: Sony PS2 Eye Toy Video camera interface for PS2 Casual/party games Significant success in Europe/US Based on several decades of research on visual tracking in robotics and computer vision.

3DUI in the Home Today Nintendo Wii Latest game console from Nintendo Key innovation Wiimote controller Provides 3D UI in the home. Makes games accessible to casual users. Great competitive edge over Xbox 360 / PS3

3DUI in the Home Today

Spatial UIs in the Home Today Microsoft Kinect http://www.usatoday.com/tech/gaming/2010-06-14- vidgame14_st_n.htm

3DUI in the Home Today Conclusions: Renaissance of 3D / spatial user interfaces in gaming. For the first time very successful with public Attracts casual gamers Allows for easier introduction of new 3D user interfaces in the future. Still very simplistic when compared with 3DUI developed in research labs. Great possibilities for future growth!