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Input and Output Devices for Game Innovation

Input and Output Devices for Game Innovation. Joseph J. LaViola Jr. CS 196-2 February 3, 2006. Goals and Motivation. Provide practical introduction to the I/O devices used in 3D interfaces Examine common and state of the art I/O devices look for general trends spark creativity

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Input and Output Devices for Game Innovation

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  1. Input and Output Devices for Game Innovation Joseph J. LaViola Jr. CS 196-2 February 3, 2006

  2. Goals and Motivation • Provide practical introduction to the I/O devices used in 3D interfaces • Examine common and state of the art I/O devices • look for general trends • spark creativity • Advantages and disadvantages • Discuss how different I/O devices can be used in games

  3. Lecture Outline • Output devices • visual displays • audio output • olfactory output • tactile and haptic output • Input devices • discrete event devices • continuous event devices • combination devices • speech input • building custom devices

  4. Display Device Examples • HMDs and BOOMs • SSVR (Cave) • Workbenches • VisionStation • CyberSphere • Virtual Retinal Display • Tiled-Wall Display • Auto Stereoscopic

  5. HMDs and BOOMs

  6. Surround Screen VR

  7. WorkBenches

  8. VisionStation from Elumens

  9. CyberSphere

  10. Virtual Retinal Display

  11. Tiled Wall Displays

  12. Auto Stereoscopic Displays

  13. Auditory Displays • Main Challenges • localization • sonification • Many different types of setups Sound!! Courtesy of www.thx.com

  14. Auditory Output – Interface Design • Improves gaming experience • Tells user something important is happening and where to look for it • Provides sensory substitution

  15. Olfactory Output • Least developed area • maybe for good reason! • Has practical applications • fire fighting • surgical training • Number of practical problems Smell!! ATR - www.mis.atr.jp/~yanagida/scent/

  16. Haptic and Tactile Feedback (1) • “For every action there is an equal and opposite reaction” • Sir Isaac Newton • Main forms of feedback • ground referenced • body referenced • tactile • dermal tactile

  17. Haptic and Tactile Feedback (2) • Motionware device • Provides vestibular stimulation • Sends signals to the 8th cranial nerve • Gives user a sense of motion

  18. Haptics – Interface Design • Useful for object manipulation • Problem with these devices is they are very intimidating • Mimic real world interaction • Untapped area for games • scary too!!

  19. Other Haptic Devices

  20. PainPong • PainStation • two person console • electro shock, heat, whipping:bad performance  pain PainStation - PongCourtesy of www.painstation.de

  21. Hall of Pain (www.painstation.de)

  22. Input Devices • Distinction between input device and interaction technique • Degrees of Freedom • Rough classification of input devices • discrete • continuous • combos • speech input

  23. Discrete Input Devices • Generate one event at a time based on the user • Examples • Keyboard • Pinch Glove (see picture) • Interaction Slippers • Painting Table

  24. Painting Table

  25. Continuous Input Devices • Continuously generate events in isolation or in response to user action • Examples • trackers • datagloves • bioelectric control • body sensing devices • Cyberlink

  26. Trackers • Goals and importance • provide correct viewing perspective • correspondence between physical and virtual worlds • Types of trackers • magnetic • mechanical • acoustic • inertial • vision/camera • hybrids

  27. Eye Tracking

  28. Data Gloves • Used to track the user’s finger movements • for gesture and posture communication • Types • CyberGlove • 5DT Glove 16-W

  29. Bioelectric Control

  30. Body Sensing Devices

  31. Combination/Hybrid Devices (1) • Devices have the ability to generate both discrete and continuous events • Classic example - Mouse • Joysticks (pictured) • Tablets

  32. Combination/Hybrid Devices (2) • Space Mouse (Magellan) • Ring Mouse • Fly Mouse • Isometric Devices • Spaceball • SpaceOrb

  33. Combination/Hybrid Devices (3) • BAT • Wand • Flex and Pinch • Lego Interface Toolkit

  34. Combination/Hybrid Devices (4) • ShapeTape • Cubic Mouse

  35. Speech Input • Provides complement to other modes of interaction • Ideal for multimodal interaction

  36. Building Custom Input Devices • Why build your own? • develop new interfaces • exploit new interaction ideas • improve existing interfaces, e.g. the design • expand existing interfaces with new features • … because it is fun

  37. Complete Toolkits/Systems • Use toolkits like Phidgets • physical widgets, Greenberg, Fitchett, 2001 • sensors (buttons, toggle switches, potentiometers, accelerometers, …) • actuators (servo motors, LEDs, 120 volt power bars, variable power to DC components (motors, lights, etc.), solenoids, …) • http://www.phidgets.com

  38. Complete Toolkits/Systems • Use toolkits or systems like • TNG-3, MindTel with additional sensor set • Lego Mindstorms project at vienna university of technology using Lego Mindstorms for AR

  39. Complete Toolkits/Systems • For bio Interfaces • g.tec • BioControl Systems • ProComp • analysis API available (windows) • ProComp adapted by UNC using VRPN courtesy of www.biocontrol.com Procomp. Sensor images in Biocontrol sectionCourtesy of www.thoughttechnology.com

  40. Conclusions • 3D I/O devices can make games cool • Plenty of room for innovation • Choosing input device restricts the choice of output device • Choosing output device restricts the choice of input device • Read Chapters 3 and 4 in 3D UI book

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