Design and Implementation of an Educational Game Control Module Through Microsoft Kinect
Total Page:16
File Type:pdf, Size:1020Kb
BACHELOR THESIS Design and Implementation of an Educational Game Control Module Through Microsoft Kinect Autor : Antón García Dosil Tutor : Telmo Zarraonandia Ayo Leganés, Julio de 2013 Page 2 of 103 Page 3 of 103 Título : Design and Implementation of an Educational Game Control Module Through Microsoft Kinect Autor : Antón García Dosil Director : Telmo Zarraonandia Ayo EL TRIBUNAL Presidente: Vocal: Secretario: Realizado el acto de defensa y lectura del Proyecto Fin de Carrera el día __ de _______ de 20__ en Leganés, en la Escuela Politécnica Superior de la Universidad Carlos III de Madrid, acuerda otorgarle la CALIFICACIÓN de VOCAL SECRETARIO PRESIDENTE Page 4 of 103 Page 5 of 103 Special Thanks I would like to thank everyone that has been involved in my four years at University Carlos III. I leave Leganés with not only an accreditation but also with great friends met along the way. Special thanks to Telmo for guiding me the whole way of this project, using even weekends for revision. I would also like to thank my family for their support, without it would have been impossible to study away from my hometown. Page 6 of 103 Resumen Este proyecto describe el diseño e implementación de un Módulo de Control para Juegos Educativos utilizando un sensor de movimiento. La solución pretende proporcionar una plataforma customizable para que educadores puedan diseñar juegos controlados con gestos. Para desarrollar el proyecto las últimas tendencias en Interacción Humano- Máquina y detección de movimiento han sido analizadas a fondo. Palabras clave : videojuegos, educación, customizable, aprendizaje con videojuegos, Kinect, Kinect for Windows, GREM, GREP, Interacción Humano-Máquina, HCI. Page 7 of 103 Page 8 of 103 Abstract This Project describes the design and implementation of an Educational Game Control Module using a motion detection device. The solution is focused on providing a customizable platform for educators to design games that may be controlled through gestures. In order to develop the project the latest trends on Human-Computer interaction and motion detection have been analyzed thoroughly. Keywords : videogames, education, customizable, videogame based learning, Kinect, Kinect for Windows, GREM, GREP, Human Computer Interaction, HCI Page 9 of 103 Page 10 of 103 Content Index of Figures ........................................................................................................................... 14 Index of Tables ............................................................................................................................ 16 1. Introduction ........................................................................................................................ 19 1.1. Context ........................................................................................................................ 19 1.1.1. Videogames ......................................................................................................... 19 1.1.2. Human Computer Interaction ............................................................................. 20 1.1.3. Previous Work – GREP ......................................................................................... 22 1.2. Goals ............................................................................................................................ 22 1.2.1. Gesture Based Human Computer Interaction ..................................................... 22 1.2.2. Design and implementation of Gesture Recognition and Game Control Mod ... 23 1.3. Development Phases ................................................................................................... 23 1.4. Tools for the Elaboration of this Document ................................................................ 23 1.5. Report structure .......................................................................................................... 24 2. State of the art .................................................................................................................... 26 2.1. Peripherals .................................................................................................................. 26 2.1.1. Wiimote ............................................................................................................... 26 2.1.2. Playstation Move ................................................................................................. 28 2.1.3. Kinect ................................................................................................................... 30 2.2. Peripheral Decision ..................................................................................................... 31 2.3. Unity3D Game Engine ................................................................................................. 32 2.4. Development with Unity3D and Kinect ....................................................................... 33 2.4.1. Kinect for Windows (Microsoft Kinect SDK) ........................................................ 33 2.4.2. OpenNI ................................................................................................................ 34 2.4.3. Library Decision ................................................................................................... 35 2.5. GREM: A Game Rules and Scenario Model ................................................................. 36 2.6. Human-Computer Interaction. Gestures. ................................................................... 37 3. Project Management ........................................................................................................... 41 3.1. People Involved ........................................................................................................... 41 3.2. Life Cycle...................................................................................................................... 41 3.3. Delivery Time and Initial Planning ............................................................................... 44 3.4. Budget ......................................................................................................................... 44 3.4.1. Direct costs .......................................................................................................... 45 3.4.2. Indirect Cost ........................................................................................................ 45 Page 11 of 103 3.4.3. Total Cost ............................................................................................................. 45 3.4.4. Payment Plan....................................................................................................... 46 4. Analysis ................................................................................................................................ 48 4.1. General Capabilities .................................................................................................... 48 4.2. General Restrictions and Constraints .......................................................................... 49 4.3. Operational Environment ............................................................................................ 49 4.4. Use Cases ..................................................................................................................... 49 4.5. User Requirements ...................................................................................................... 50 4.5.1. Good Software Requirements: IEEE-830 ............................................................. 50 4.5.2. User Requirement Definition .................................................................................. 52 4.5.2.1. Functional Requirements ................................................................................ 53 4.5.2.2. Non-Functional Requirements ........................................................................ 55 4.5.3. System requirements .............................................................................................. 57 4.5.3.1. Educator .......................................................................................................... 59 4.5.3.2. Player ............................................................................................................... 61 4.5.3.3. Gestures .......................................................................................................... 64 4.5.3.4. Environment .................................................................................................... 67 4.5.4. System Requirement Traceability Matrix ................................................................ 70 5. Design .................................................................................................................................. 72 5.1. Architectural Design .................................................................................................... 72 5.1.1. Architecture Pattern – GREP Engine ................................................................... 72 5.1.2. Component Description ...................................................................................... 73 5.1.3. Architectural Design Traceability Matrix ............................................................. 75 5.1.4. Data model .......................................................................................................... 76 5.1.5. Activity Flow Diagram .........................................................................................