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sensing technology.docx

Here we discuss the technical assessment of sensor technology used in computer games. In this we discussed the game technology background, its virtual worlds, game engines. Evolution of computer hardware and games with input devices play a major role in development of sensor technology. In this we are going to discuss existing and emerging sensing technology used in computer games. In this we also discuss the sensor, pervasive and ambient intelligence. It has also application in both outside and inside of games.

Computer Game Interaction Sensor Technology used in computer games 2014 2/21/2014 Abstract Here we discuss the technical assessment of sensor technology used in computer games. In this we discussed the game technology background, its virtual worlds, game engines. Evolution of computer hardware and games with input devices play a major role in development of sensor technology. In this we are going to discuss existing and emerging sensing technology used in computer games. In this we also discuss the sensor, pervasive and ambient intelligence. It has also application in both outside and inside of games. Introduction As we see that nowadays sensor technology like motion sensing has become very famous in the game industry. When we go to the data its show that over 90 million Nintendo units sold after first introduction in 2006. And over 10 million of Microsoft Xbox 360 sold after launch in 2010. It is the worlds fastest selling consumer device in all over the world. In real time 3-D graphics gaming industry step forward to develop these type of games. In this technology the push surrounding play a major role like motion sensing and real time sensor technology. Computer games As we see that computer games is divided into two type of worlds : Static Virtual Worlds : we can see that virtual worlds may be static or in real time. These worlds are not interactive, they are basically the images in final output to the display. Every high quality rendering will take more than a few minutes and also thay can take whole day. Computer graphics movie are more static and they are composed of thousands of hundred images which joined and formed a movie picture. Real Time Virtual Worlds : As opposite to static virtual worlds we see that real time virtual worlds are interactive. These images are generated on the fly which based upon 3D world and send the picture to the screen at greater than 25 frames per second. As we see that real time computer graphics needs large computing resources. And in this world optimisation techniques are indispensable. In this world various texture techniques and various shades make computer graphics screen more real. Game Engine Basically games were written or coded in a single unit with little structure. This game engine term was developing in middle of 90’s with the development of first person shooters. In today scenario game engine code basically developed on generic concepts. And also in these days people start writing game specific code. Lets we take a simple modular example of the game engine : Renderer / Rendering Engine ( 2D & 3D ) Input Game Engine Game Assets Models, Textures User Interface Sounds Scripts Physics Engine Audio Engine Data Manager Game Manager / Game Logic AI Engine We can say that game engine is the core component of a video game. Games always run in a game loop where in every loop graphics render . when user input is received object start moving which is termed as frames. It handles rendering and other necessary technology which also handle the task such as game AI , and other collision detection between game objects etc. The most common element which a game engine provides is a graphics rendering facilities whether it is 2D or 3D. Structure Of a Game Every running programme waits for user input like they waits for button to be clicked. If we don’t provide input the program doesn’t respond. Many animated games do so many things without user input like as in artificial intelligence. This thing achieved by game loop. Game loop Tasks There are many handling game tasks like physics collisions detection which render the game. Player gives many input from keyboard and mouse etc. They give the the sample input one time per frame and save all the data. There are several issues like polling vs events and queues. It update the state of the game based upon input of the player. On player input we call a method which perform the action. First Time Interactive Games In 1951 NIMROD computer start play the game NIM it is the first ever digital computer game. It is a mathematical based game. In 1952 first digital graphic display used in Tic-Tac-Toe game. Many computer games refer to classical and analytical game like chess and other games. Many computer commercial game are specifically designed for computers and other environments which attempt to approximate the real world. The true father of computer games is space war which is developed by Steve Russell in 1961. There are two type of input used in this game like typewriter and control panel. Firstly commercial success of computer games mainly based upon similar ideas. They are mainly used in public spaces, home and now on the web like mobile phones and tablets. Pc And Console in 1980 In 1980 the home market become saturated and they saw a huge market in computer platforms. In the mid 1980 IBM and Microsoft operating system start dominating the whole market. In this time console industry got experienced of Nintendo Entertainment system. In 1990 computers and game industry saw a significant change. They start using CD-ROMS, WWW, 3D graphics. That time Sony play station is advanced his technology with 3D graphics. In year 2000s computer hardware continued its capacity and speed. They increased their complexity and performance. Xbox 360, play station and PSP. In mid 2006 the main game controllers and input devices are paddle, keyboard , joysticks, gamepad, and touch screen. Sensor Technology in Computer Games Background In starting sensor technology in games has a number of wrong start. In 1984 the second gamepad on famicom had a microphone which is in Japan only. Nowadays motion-sensing has become the very important in the game industry. They start using motion to control the computer game. However in motion sensing they also face many wrong starts. In 1993 the sega activator mainly based upon light harp musical instrument . octagonal devices due to lack of people interest does not commercially success. In 1994 they developed sega pods in which sensors detect if your hand is over them. These sensor can also detect the any approx. Height of your hand. As we see that in year 2010 play station make a revolutionary move in the sensor technology . in this controller have orb light which is tracked by camera. It has accelerometer and angular rate sensor and it does the same job which is done by gyroscope. In year 2012 PS VISTA is firstly introduced which has analog sticks and multi-touch capacitive touch screen. In year 2009 Microsoft announces a new gaming experience which is termed as codenamed project natal. Microsoft xbox 360 kinetic model mainly focuses on natural user interface. Which is invisible interface, the xbox interaction based on natural gestures, this model mainly have direct interactions between people and the natural environment available there. In present time it is the only one type available in the market. The kinetic and development in other field shows that how the market is growing in the sensor technology. Natural user interface is work as a platform of human machine interfaces. By using this we can simultaneously work on many computers by one user. We also see that they start developing a desktop model with the post GUI model. Pervasive Computing In recent time computers information processing is embedded in everyday working devices. Pervasive computing is growing trend towards microprocessor in everyday using devices so they can communicate the information. They have ambient intelligent environment which are sensitive and responsive to the people. Ambient Intelligence Ambient intelligent environment allow for pervasive games which is a new gaming applications. It can be used in the home or public spaces. They start extending the gaming in to the real world. Many action and position are effect and are effected by events happen in the virtual world. They contain the urban gaming , street games and location based games. Pervasive Games There are many pervasive games with more mobile technology like tourality , parallel kingdom, geo wars and many more pervasive games available in the market. There are many genre type of game . they established treasure hunts , assassination games, and pervasive live action role playing game. They have emerging in smart street sports game like they start to implement the user physical exercise and tactical thinking. They also start developing urban adventure games which mainly consist of stories and puzzles. They also start developing ambient games which require minimum player intervention. The pervasive games future design many challenges . they start mobile interaction by enabling mobile technology . these technology are NFC ( Near field Communication ) in this there is wireless communication between devices in close proximity. Kinetic It is developed in 2010 which is sensor not a camera . it is a mixture of microphones, camera, and many software which turn your body in to video game controller. It has colour VGA video camera which have the facilities of face recognition and able to detect three colour components. It also have depth sensor and multi array microphone by which see the environment in 3D and it isolate voices of player other noises in the room. It identifies the body parts like head, joints, torso, knees, elbows and thighs and movement or faces . its mainly uses the machine learning algorithm of the game. Kinetic convert this in to a full skeleton with its joining moving parts. Advantage Of Kinetic It has interface-less computing and natural user interfaces / Gestural Interfaces. In health related issue it is also very useful. By using this doctors can control the medical images without leaving the operating room. It also help in cardiac rehabilitation fun and engagement. Its helpful in detecting the abnormal behaviour in the children. Its provide mental as well as physical exercise to the children. Its helpful in education by providing gesture based input due to which student gets active in the class. Kinetic can easily recognise the watcher and tailors simultaneously . Conclusions The recent development by enabling technology in gaming, artificial intelligence, and pervasive computing will be very useful in more robust input devices, interface less computing, user interfaces and larger ubiquity. By enabling technology we developed the interconnectivity between other devices and on the internet. And by using artificial intelligence they develop new tools and techniques like machine learning and other related things. Due to availability of computer everywhere with sensors like microphone , gps, accelerometer, camera, thermometer, gyroscope, and brain waves. The main required requirement of sensor technology are ubiquity, transparency, interface in which they decide how they respond. References Proc. CGAMES’13 18th Int. Conf. on Computer Games and Simulation 2012, ISBN 978-1-4799-0818-9 Proc. CGAMES’12 17th Int. Conf. on Computer Games and Simulation 2012, ISBN 978-1-4673-1119-9 Proc. CGAMES’11 16th Int. Conf. on Computer Games and Simulation 2012, ISBN 978-1-4577-1450-4 IJIGS International Journal of Intelligent games and Simulation, ISSN 1477-2043 http://scitua.scit.wlv.ac.uk/OJS_IJIGS/index.php/IJIGS