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Parang System A Cooperative In-Vehicle Gaming System

Parang System A Cooperative In-Vehicle Gaming System. December 19, 2011. Bring the Outside World Into Your Game. Directional audio . Computer generated image of water balloon fight. Real time image from side window. Composite image through goggles. Hand motion.

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Parang System A Cooperative In-Vehicle Gaming System

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  1. Parang SystemA Cooperative In-Vehicle Gaming System December 19, 2011

  2. Bring the Outside World Into Your Game Directional audio Computer generated image of water balloon fight Real time image from side window Composite image through goggles Hand motion Augmented reality (AR) goggles

  3. Focus • Interact with outside world • Minimize driver distraction • Keep passengers entertained

  4. Users • Target ages: 8-12 years old • Gender neutral • Height • Tall enough to sit in back of vehicle • Language skills • Literate • Basic motor skills • No hearing disabilities

  5. Context • Interior of minivan • Traffic • Road noise • Noise inside minivan from conversations and/or radio • Bumps and other vibrations • Limited lighting after sunset or in tunnels • System controlled by onboard computer • Driver has overall control of system • Passengers need to be seated and keep seat belts fastened at all times • Objects cannot become projectiles in case of an accident or a sudden change in speed or direction

  6. Hardware • Augmented Reality (AR) goggles • Adjustable to accommodate glasses and different head shapes/sizes • 3-D Gyroscope • IR and optical cameras • Microphone • Directional audio via ear buds • Compartment in seatback to stow and charge • Wireless charging via Powermat™

  7. StarMap Here is How it Works: The roof of the vehicle fades away and reveals the stars and planets visible. Utilizing GPS sensors, Google Earth technology, and the compass within the goggles, the user can gaze at the stars in the sky any time of the day. Planets and constellations can be identified and outlined.

  8. Automotica Here is how it works: Users must "hit" an object in the distance in order for it to play a sound. To "hit" an object the user pinches it. If an object is not selected, no sound gets played, and the music track will be less interesting. - The faster the object passes by, the higher the pitch will be - The more objects of the same type that are selected, the faster the tempo will be

  9. Spy Tools Here is How it Works: To designate the listening area, the user employs the same gestures as zoom lens (step 1 & 2) for consistency. When the user is ready to listen, he holds his hands flat (see step 3). Record it! Spy microphone automatically records upon activation. User’s will be asked by Parang if the recorded clip should saved or deleted. Saved clips are sent to the user’s cloud storage. Sound Memory Recorded sounds are geo-tagged and will be visible in real-time in the field of view (similar to photo memory).

  10. Design Iterations Iteration #1: Too focused on the hardware, Concentrate on original focus: bring the outside world in to the passenger No menus Iteration #2: Too static and not providing enough user interaction with the outside environment. Iteration #3: Liked the concept of creating a view of the outside by virtually removing the ceiling Liked the idea of physically interacting with the outside Really liked the music app – push more here

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