Analysis and Comparison of Low Cost Gaming Controllers for Motion Analysis

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Analysis and Comparison of Low Cost Gaming Controllers for Motion Analysis 2010 IEEE/ASME International Conference on Advanced Intelligent Mechatronics Montréal, Canada, July 6-9, 2010 Analysis and Comparison of Low Cost Gaming Controllers for Motion Analysis Sagar N. Purkayastha, Nick Eckenstein, Michael D. Byrne, and Marcia K. O’Malley Abstract— Gaming controllers are attractive devices for re- search due to their onboard sensing capabilities and low cost. However, a proper quantitative analysis regarding their suit- ability for motion capture has yet to be conducted. In this paper, a detailed analysis of the sensors of two of these controllers, the Nintendo Wiimote and the Sony Playstation 3 Sixaxis is presented. The acceleration data from the sensors were plotted and compared with computed acceleration data derived from a high resolution encoder, then correlated to determine the performance of the gaming controllers. The results show high correlation between the acceleration data of the sensors and the computed acceleration, and more consistency in the sensors of (a) (b) the Sixaxis. The applications of the findings are discussed with respect to potential research ventures. I. INTRODUCTION Video game controllers such as Nintendo’s Wii remote and Sony’s Playstation controllers have revolutionized how we interact with games by enabling intuitive motion sensing and interpretation rather than relying on keyboard, mouse, or but- ton clicks. As Gams and Mudry noted, recent developments in the field of Micro Electro Mechanical Systems (MEMS) (c) (d) have made it possible to develop high precision and high Fig. 1. (a),(c) show the coordinate system used by GlovePIE and (b), (d) performance sensors for a nominal cost [1]. The availability show the local coordinate systems of the controllers of such sensors within these gaming controllers, and the wide range of tools available for open-source development with these devices, makes devices such as the Wiimote and sounds in a collaborative way. They tracked and projected Sixaxis potential platforms for low-cost motion capture. the acceleration and the 3D spatial data of a few moving In this paper, we analyze two of these low cost gaming Wiimotes on a “Sound Table” which had 16 speakers. devices, the Nintendo Wiimote and the Sony Playstation This produced a mixture of sounds corresponding to the 3 (Sixaxis), pictured in Fig. 1, in terms of their accuracy movement of the different controllers. Schlomer¨ et al. used and resolution. We discuss in detail the sensors on each the Wiimote to recognize 3D hand gestures [5], where the controller, and compare recorded accelerations in a variety Wii’s accelerometer data recorded during hand motion were of controlled conditions to computed accelerations from a fed to a hidden Markov model for training and recognition. high resolution encoder. Finally, we discuss the comparative In [6], Castelluccci and MacKenzie used the Wiimote as a performance of the gaming controllers, and the viability tool for text entry by mapping the hand gestures obtained of these devices as low-cost motion capture systems for from the Wii’s accelerometer data to predefined characters. research. In a somewhat similar manner, Gallo et al. used the Wiimote While we have explored the utility of two particular to interact with a virtual environment [7]. With this approach, gaming devices in this paper, the broader use of commer- they were able to create a more natural environment for cial gaming devices for applications such as rehabilitation clinicians to interact with human anatomy. Finally, Bradshaw is not new (see [2], [3] for examples). Low-cost gaming and Ng used the Wii Fit Balance Board and the Wiimote interfaces are also applicable to a number of other domains, accelerometers plus camera to track a conductor’s hand such as collaborative music creation and navigation. For motion [8]. example, in [4], Nakaie et al. used the Wiimote to create Common in all of these studies is an approach where This work was supported in part by the National Science Foundation patterns of motion are extracted from the measured data. IIS-0812569 This pattern or gesture recognition is easily achieved with S.N. Purkayastha, M.D. Byrne, and M. K. O’Malley are with Rice low cost devices despite lower resolution or drift compared University, Houston, TX 77005. N. Eckenstein is with the University of Pennsylvania, Philadephia, PA 19104. (e-mails: fsnp5, byrne, omal- to more expensive systems since only patterns must be rec- [email protected]), [email protected] ognized, eliminating dependence on raw motion data. Other 978-1-4244-8030-2/10/$26.00 ©2010 IEEE 353 groups have used the motion data of the gaming devices II. EXPERIMENTAL SETUP AND METHODOLOGY more directly, either for teleoperation of a robotic device Prior to using the gaming controllers in research, it is for human-robot interaction research [9], or for assessing necessary to determine the accuracy, resolution, and suitabil- rehabilitation outcomes by tracking wrist motion or patient ity of gaming devices for motion capture. In this work, we balance [10]–[12]. Absent from many of these studies is compare accelerations recorded from two different low cost explicit information on the performance capabilities of these gaming controllers, the Wiimote and the Sixaxis, to com- gaming devices as motion sensors. puted acceleration data from a high-resolution linear optical Despite their broad appeal, the utility of low-cost input encoder. The recently released Motion Plus module for the devices is potentially limited due to a lack of published data Wiimote contains gyroscopes useful for tracking rotational regarding their performance compared to more traditional motion; however, an investigation of the performance of the sensors used in the research domain. While information on Wiimote Motion Plus module as compared to the Sixaxis “hacking” the Wiimote is widely available [13], there have rotational measurements will be the subject of future planned only been a few studies to directly report the performance of experiments, and is not discussed in this paper. any specific controllers, and fewer still that compare devices. A. Nintendo Wiimote controller In [14], Ardito et al., compared the mouse plus keyboard, The Wiimote has two sensing elements: a 3-axis linear the Wiimote, and the Xbox 360 on the basis of their per- accelerometer and an infrared digital camera. The controller formance and ease of use during three 3D tasks. Participants communicates with the console over a wireless Bluetooth were asked to carry a “Utah teapot” from one table to another interface (BCM2042 chip from Broadcom) [1]. The camera table in a certain orientation in two of the three tasks and has a resolution of (1024 X 768) [8] with more than 4 bits move the teapot through hoops in the other task. All three of dot size and a 45◦ horizontal field of view [13] . The tasks were designed to be performed in virtual environments. accelerometer (Analog Devices ADXL 330) has a range of During these tasks all three input devices were compared in +/- 3g and a bandwidth from 0.5 Hz to 1600 Hz on the X terms of the ease, accuracy and time taken for maneuvers, but and the Y axes and a bandwidth from 0.5 Hz to 550 Hz on no sensor data was reported showing how reliable the sensors the Z axis [18]. The device has a sensitivity of 10% and 10 on these devices are and whether they could be used as high bits of precision on the X axis as opposed to 9 on the Y and precision tracking devices. In another study, Attygalle et al. the Z. However, the different axes are all assumed to have used the infrared cameras of two Wiimotes to track hand a 10-bit range and the Least Significant Bit (LSB) is always motion during physical therapy, later comparing the tracking set to zero for Y and Z [19]. results with those obtained from a 10 camera motion capture B. Sony Sixaxis controller system (Motion Analysis) [15]. Although it was evident from their results that the performance of the Wii was reliable for The Sixaxis controller is able to sense accelerations along motion capture, one of the main drawbacks of this system its 3 axes with its accelerometers. In addition to the ac- was that the Wii’s infrared camera had to be pointed at celerometers, the Sixaxis has a gyroscope for measuring the the patient’s arm at all times as the sensors were not used yaw. The Sixaxis communicates with its console through a for motion tracking. Natapov et al. compared the standard Bluetooth link or USB cable. Due to the lack of availability mouse with the Wiimote and Nintendo’s Classic Controller of technical details in the literature, no further specifications in terms of tracking and pointing, though no quantitative of the Sixaxis are included in this section. performance results related to the Wiimote’s onboard sensors C. Mechatronic Test Bed were reported [16]. In another study, Gams et al. used two Wiimotes to map hand movements of a drummer to a robot To test the sensors on each gaming controller, each device playing a drum [1]. While the paper discussed the acceler- was separately mounted on a moving one degree of freedom ation data acquired by the Wiimote devices, the authors did mechatronic test bed as shown in Fig. 2. The test bed not compare these data with any other means of tracking is activated by a DC motor (Faulhaber, 3557K024C) that motion data, therefore the accuracy of the sensors could not serves as an actuator of the device. The output voltage be judged. Finally, Xie et al. compared 24 dimensional data of the digital-to-analog converter (DAC) is passed through captured from 8 Wiimote controllers to data captured by an a voltage-to-current amplifier (Advanced Motion Controls, 8 camera motion capture system (Vicon) [17].
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