 |
[
icehopper ] [ body cursor
] [ fogala ] [ YMCA
] [ DDA ] [ ghostbusters ]
[ EMU ] [ VEELOM ] [ DDA
2 ] |
|
ICEHOPPER |
|
Icehopper is
a simple game where the guest must jump and land on a green tile
without touching the area in any of the other tiles. Initially the
prototype was HMD, 1st-person based, but it was quickly discovered
that a 3rd-person view was much easier. A simple themed environment
and sound effects were added in the second iteration, along with
a physical hopping device, VERTO.
Duration:
2 weeks, 1 full-time dev
Software used: Mocap Alice
Lessons learned:
- 3rd person
does work better for the icehopper
- sounds and
nice graphics make it much more fun
- vicon has
problems at the end of the jumping trajactory (boot goes through
the floor)
|

Icehopper's
VERTO.

Icehopper
running in Alice.
|
|
 |
[
icehopper ] [ body cursor
] [ fogala ] [ YMCA
] [ DDA ] [ ghostbusters ]
[ EMU ] [ VEELOM ] [ DDA
2 ] |
|
BODY
CURSOR |
|
The body cursor
tests simple raycasting in 3D space and appendage torquing. The
guest controls a virtual hand and reticle to point at a ring of
icons. When an icon experiences the 3D equivalent of a mouseover
event, the center of the ring lights up with the selected icon.
The ring of icons may be rotated by a subtle twisting of the wrist.
Duration:
2 weeks, 1 part-time dev
Software used: Mocap Alice
Lessons learned:
- having reticle
is very useful, just having a virtual hand in the space gets in
way
- pointing
at things with your hand is very intuitive (and surprisingly fun!)
|

Icon rotation
through wrist.
|
|
 |
[
icehopper ] [ body cursor
] [ fogala ] [ YMCA
] [ DDA ] [ ghostbusters ]
[ EMU ] [ VEELOM ] [ DDA
2 ] |
|
FOGALA
(MUSICAL INSTRUMENT) |
|
The Fogala is
an experiment to generate original music via 3D body movement. Different
timbres are selected by 2D movement on the ground plane (encoded
by tracked, reconfigurable, laminated floor tiles) and note volume/chord
progression are tracked by extension of the arms over the set of
3D planes.
Duration:
4 weeks, 1 part-time dev
Software used: PyGame
Lessons learned:
- having a
background in music performance generally increases user enjoyment
- radial arm-control
allows greater fidelity for pitch variation than vertical arm
movement
- low latency
is a must for performing real melodies
- dynamic instrument
calibration allows greater guest freedom for expression
- having notes
too close to one another causes problems, "dead zones"
may aid in increasing performance
- people's
expectations parallel that of an authentic traditional instrument
- having a
lack of a clear goal issued to the guest in test can decrease
enjoyment and instill a feeling of awkwardness

video only
|

audio and video
|
Fogala.
(click images for video)
|



Timbre-selection
floor arrangements.
|
|
 |
[
icehopper ] [ body cursor
] [ fogala ] [ YMCA
] [ DDA ] [ ghostbusters ]
[ EMU ] [ VEELOM ] [ DDA
2 ] |
|
YMCA |
|
YMCA examines
simple (head and wrists) body posturing. The guest is encouraged
to form one of four poses. If the pose is matched correctly within
a certain tolerance, a congratulatory sound is played along with
positive visual feedback.
Duration:
3 days, 1 full-time dev
Software used: Mocap Alice
Lessons learned:
- traditional
(MasterMotion) pose matching that uses 3D spatial relation works
well for this application (whole body approximation to an actual
pose works)
|

Stance formation
indicators.
|
|
 |
[
icehopper ] [ body cursor
] [ fogala ] [ YMCA
] [ DDA ] [ ghostbusters ]
[ EMU ] [ VEELOM ] [ DDA
2 ] |
|
DANCE
DANCE ANUBIS |
|
Dance Dance
Anubis is an evolved form of YMCA that employs both the body cursor
and a refined hand-and-foot pose matching grammar. Guests are enticed
to walk like an egyptian and form reflective images of animated
hieroglyphics.
Duration:
2 weeks, 1 full-time dev
Software used: PyGame
Lessons learned:
- designing
for the least-skilled user works, but perhaps too well
- pose-matching
in anubis worked much easier when projecting onto a 2D plane with
a constructed pose from simpler components
- a seamless
audio and visual interface to an experience greatly increase guest
enjoyment
- people didn't
look at the representation at self, or understand its utility
-- whether because of actual infidelities or preference to focus
on the goal
- guests did
look at the representation of self primarily for left/right color
matching
- this was
difficult to perceive on the 2D surface (especially for feet)
|

Dance Dance Anubis.
(click image for video)
|
Anubis forms
a rudimentary limb-pose (left), and the guest's movements are mimmicked
(right).
|
|
 |
[
icehopper ] [ body cursor
] [ fogala ] [ YMCA
] [ DDA ] [ ghostbusters ]
[ EMU ] [ VEELOM ] [ DDA
2 ] |
|
GHOSTBUSTERS |
|
Ghostbusters
is the second of two hybrid prototypes which relies on both the
ray-casting of Klingon UI and the virtual object tracking previously
devised in Wizards&Lizards. The guest uses a markered prop to
ensnare hovering spectre and slowly guide him to the trap.
Duration:
2 weeks, 1 full-time dev
Software used: Mocap Alice
Lessons learned:
- a strong
concept can help guests see beyond a simple implementation
- an overly
simple implementation can limit enjoyment
- HMDs are
still a poor limitation for immersive VR
- physical
props and themed real-world effects greatly increase enjoyment
and immersion
- in a story/familiar
concept-based application, guests have a greater expectation for
traditional narrative elements (raising of stakes, multiple stages,
charming characters etc.)
Mocap Ghostbusters
in-game screenshot.
|

Mocap Ghostbusters.
(click image for video)

CMU ghostbusting
preference.
(click image to enlarge)
|
|
 |
[
icehopper ] [ body cursor
] [ fogala ] [ YMCA
] [ DDA ] [ ghostbusters ]
[ EMU ] [ VEELOM ] [ DDA
2 ] |
|
MOCAP
EMU |
|
Building on
the well-received body cursor, our next evolution for real-time
mocap was the body as a giant joystick. Using a popular Nintendo
Entertainment System Emulator and some ROMs, various activities
were mapped to the body on a game-by-game basis. Now, operations
such as jumping in an action game are physically mapped to the feet
leaving the ground in the motion capture space. Running left and
right controls horizontal avatar manipulation, and a wide array
of firing and launching features are bound to the movement of the
arms. Although the fidelity for many of the games is not what it
is with the traditional thumb-controller, it is, however, often
a lot more fun (and exercise).
Duration:
2 weeks, 1 part-time dev
Software used: Python, Java, FCEU
Lessons learned:
- Workout
games are a lot more fun if the game doesn't let on that it's
a workout.
- Our spatial
partition method of checking poses works very well and is flexible.
|

Mocap Nintendo.
(click image for trailer)

Mocap Nintendo.
(click image for video)
|
|
 |
[
icehopper ] [ body cursor
] [ fogala ] [ YMCA
] [ DDA ] [ ghostbusters ]
[ EMU ] [ VEELOM ] [ DDA
2 ] |
|
VEELOM
(MUSICAL INSTRUMENT) |
|
After experimenting
with the note-based Fogala, the next step for the project was to
play with the instrument's mixing capabilities, coupled with visualisations
for multi-purpose feedback. The Veelom consists of a set of loops
and drum patches that may be activated by moving one's hands through
the motion capture space. Volume is controlled on the vertical access
and loops/patches are laid out in virtual row-like arrays over the
floor. The guest's hands' position is displayed on the forward-facing
projection screen. The screen also serves as a menu that is manipulated
by the popular body cursor in addition to allowing real-time 3D
visuals.
Duration:
3 weeks, 1 part-time dev
Software used: C, C++, Python
Lessons learned:
- top down
view is helpful after users become acclimated
- flashy gui
impresses people,
increases quick appreciation
- reusing the
mixer saved a lot of time
- some users
missed the freedom of individual note playing that the fogala
allowed
|
|
|
 |
[
icehopper ] [ body cursor
] [ fogala ] [ YMCA
] [ DDA ] [ ghostbusters ]
[ EMU ] [ VEELOM ] [ DDA
2 ] |
|
DANCE
DANCE ANUBIS 2 |
|
Continuing
with the theme and functionality of the original, Dance Dance Anubis
2 moves the game into a 3D world created in LithTech Jupiter, while
retaining the game's general concept and theme. A larger variety
of poses were adopted that when performed in sequence, more closely
emulates actual dance by the fluid movement of the guest in time.
As opposed to simple pose matching, the core of DDA 2 is hitting
poses on the beat in choreographed succession.
Duration:
4 weeks, 3 full-time devs
Software used: C++
Lessons learned:
- Pose matching
can be really sloppy and still be fun: two different pose cards
may actually have the same pose under the hood, but as long as
the game responds as soon as the player steps into the one she
think she's trying for, she's satisfied.
- A fully
animated "This is you" representation of the player
in world isn't always necessary; sometimes people respond just
as well to schematic floating dots.
- Our spatial
partition method of checking poses works very well and is flexible.
|

Dance Dance Anubis 2.
(click image concept for video)

Dance Dance
Revolution.
|
|
|
|
DDA
2 training mode.
|
DDA
2 main game.
|
|
|
 |
[
icehopper ] [ body cursor
] [ fogala ] [ YMCA
] [ DDA ] [ ghostbusters ]
[ EMU ] [ VEELOM ] [ DDA
2 ] |
|
First cycle
aggregate qualitative user test data.
|