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Video Games: 3Duis for the Masses Joseph J
Video Games: 3DUIs for the Masses Joseph J. LaViola Jr. Ivan Poupyrev Welcome, Introduction, & Roadmap 3DUIs 101 3DUIs 201 User Studies and 3DUIs Guidelines for Developing 3DUIs Video Games: 3DUIs for the Masses The Wii Remote and You 3DUI and the Physical Environment Beyond Visual: Shape, Haptics and Actuation in 3DUI Conclusion CHI 2009 Course Notes - LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 163 !3DUI and Video Games – Why? ! Video games ! multi-billion dollar industry: $18.8 billion in 2007 ! major driving force in home entertainment: average gamer today is 33 years old ! advanced 3D graphics in HOME rather then universities or movies studios ! Driving force in technological innovation ! graphics algorithms and hardware, sound, AI, etc. ! technological transfer to healthcare, biomedical research defence, education (example: Folding@Home) ! Recent innovations in 3D user interfaces ! graphics is not enough anymore ! complex spatial, 3D user interfaces are coming to home (example: Nintendo Wii) ! Why 3D user interfaces for games? ! natural motion and gestures ! reduce complexity ! more immersive and engaging ! Research in 3D UI for games is exiting ! will transfer 3DUI to other practical applications, e.g. education and medicine LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 164 - Video game industry $10.5 billions in US in 2005, $25.4 billions worldwide; -Not for kids anymore: average player is 33 years old, the most frequent game buyer is 40 years old; -Technological transfer and strong impact on other areas of technology: The poster on this slide (www.allposters.com) demonstrates a very common misconception. In fact its completely opposite, the rapid innovation in games software and hardware allows for economical and practical applications of 3D computers graphics in healthcare, biomedical research, education and other critical areas. -
Arcade Guns User Manual
User Manual (v2.5) Table of Contents Recommended Links ..................................................................................................................................... 2 Supported Operating Systems ...................................................................................................................... 3 Quick Start Guide .......................................................................................................................................... 3 Default Light Gun Settings ............................................................................................................................ 4 Positioning the IR Sensor Bar ........................................................................................................................ 5 Light Gun Calibration .................................................................................................................................... 6 MAME (Multiple Arcade Machine Emulator) Setup ..................................................................................... 7 PlayStation 2 Console Games Setup ............................................................................................................. 9 Congratulations on your new Arcade Guns™ light guns purchase! We know you will enjoy them as much as we do! Recommended Links 2 Arcade Guns™ User Manual © Copyright 2019. Harbo Entertainment LLC. All rights reserved. Arcade Guns Home Page http://www.arcadeguns.com Arcade Guns Pro Utility Software (Windows XP, Vista, -
Nintendo Wii E As Relações Entre Interatividade E Corpo Nos Videogames
Wii will rock you: Nintendo Wii e as relações entre interatividade e corpo nos videogames Letícia Perani* Renato Teixeira Bressan** *Universidade do Estado do Rio de Janeiro (UERJ), Rio de Janeiro, Brasil **Universidade Federal de Juiz de Fora (UFJF), Juiz de Fora, Brasil Resumo quais constitui a chamada “sétima geração” de consoles, desde o seu lançamento o Wii vem se Este artigo pretende discutir a relação do corpo mantendo no topo do ranking dos games mais vendidos 1 humano com a experiência de fruição da interatividade nos EUA e Japão . proporcionada pelos consoles de videogame, a partir de uma análise específica do Wii, da empresa japonesa Um dos principais fatores associados à ascensão do Nintendo Company. A partir de uma ótica de Wii no mercado dos consoles é, sem dúvida, o preço recuperação da história dos games e das tendências na mais acessível frente aos outros dois aparelhos da interação humano-computador, trabalha-se com a mesma geração. Em julho de 2007, lojas virtuais hipótese de que a suposta revolução interativa trazida brasileiras, como Submarino e Lojas Americanas, pelo Wii, é, na verdade, a retomada de uma linha de ofereceriam o Wii por R$ 1.999,00, enquanto o PS3 e o interação usuário-máquina já existente, que se Xbox 360 eram vendidos por cerca de R$ 2,999,00. No apresenta como uma tendência contemporânea site norte-americano Amazon.com, o Wii era oferecido concernente às interfaces e tecnologias digitais em por U$ 325,99; já o PS3 e o Xbox 360 valiam U$ geral – artifícios que vêm valorizando cada vez mais a 499,00 e U$ 399,99, respectivamente. -
Nintendo Entertainment System Now You’Re Playing with Power!
Nintendo Entertainment System Now you’re playing with power! Seth Hendrick, Alex Sarra Agenda 1. What is video gaming? 2. History 3. Console Specifications 4. CPU (2A03) 5. Picture Processing Unit (PPU) 6. Cartridges 7. Memory Management 8. Conclusion What is video gaming? ● Popular pastime of today’s youth, and other’s not so youthful ● Video gamers ○ Excited about gaming ○ Want to see continual progress ● Market ○ Several competing companies ○ Satisfy gamer’s needs ○ Nintendo, Sony, Microsoft, etc. ○ Strategy is different based on company ● Nintendo ○ Hardware is traditionally less expensive ○ Cost is generally lower per console unit with higher market longevity History ● Nintendo released the FAMICOM (FAMily COMputer) in Japan in 1984 [2] ● Despite the video game crash in the US, Nintendo released the N.E.S. in 1986. ○ $250 version came with R.O.B., Gyromite, Super Mario Bros, 2 controllers, Duck Hunt, and a light gun ○ $200 version came with Super Mario Bros, and 2 controllers. ● Nintendo designed the N.E.S. to look like a VCR instead of a Video Game System due to the crash. History ● 1993: Nintendo released the N.E.S. 2 ● 1995: Nintendo discontinued the N.E.S. ● The N.E.S. sold 62 million systems and over 500 million games ○ One of the most popular game systems of all time. NES External Design NES 2 - 1993 Release Console Specifications ● 8-bit CPU ● 1.79 MHz ● PPU ● 64 Value Color Palette ● System Memory - 2KB ● VRAM - 2KB ● Program ROM - 32+ KB ● Character ROM - 8+ KB ● Sprite RAM - 256 Bytes ● Temporary Sprite RAM - 24 bytes ● Color palette RAM - 32 bytes [4] CPU - 2A03 Overview [2 ,p.9]: ● Ricoh - 2A03 ● NMOS ● Little Endian ● 8-bit data bus ● MMC ● 8-bit control ● 16-bit address Processor Diagram CPU - 2A03 Memory Access [2 ,pp. -
Operation Manual
9 WEBSITE: WWW.EXTREMEHOMEARCADES.COM; EMAIL: [email protected] OPERATION MANUAL Last Updated: 9/12/2021 Extreme Home Arcades – Operation Manual - 1 | Page EXTREME HOME ARCADES OPERATION MANUAL QUICK START GUIDE This Quick Start Guide is for fast learners, and customers who do not like user’s manuals and just want to dive in)! To receive your machine from the shipping company, unpack it, and move it into your residence, please see those sections later in this manual. This Quick Start Guide presumes you have your machine in a safe location, have plugged it in and the machine has electrical power. 1. Turning On Your Machine: • Uprights (MegaCade, Classic, Stealth) – The power button is located on top of the machine (upper left or right top of machine). It is a standard arcade push button (typically black). Push it, and it will turn on your machine. • Tabletops – The power button is located on the back center portion of the cabinet. • Pedestals – The power button is located on the back of the machine, near the center of the pedestal cabinet, opposite the HDMI port. 2. Loading a Game: • After you turn on your machine, an introduction video will automatically load. To skip the introduction video, push any button or push any position on any joystick on the machine. You will be at the Main Hyperspin Wheel. a. You can move down the HyperSpin wheel by pressing the Player 1 or Player 2 Joystick down (towards your body). Alternatively, you can move up the HyperSpin wheel by pressing the Player 1 or Player 2 Joystick up (away from your body). -
Duckhunter 6.111 Final Project Report
Duckhunter 6.111 Final Project Report Taylor Barton and Andrew Lisy December 14, 2005 Abstract Duck Hunt is a classic first-person shooter game for the Nintendo Entertainment System, in which the player uses a special light gun to “shoot” images of either one or two ducks or clay pigeons, depending on the game mode. Our Duckhunter project focused on the third mode of this game: clay shooting. In this mode, two clay pigeons are launched from the bottom of the screen into the distance, and the player is given three shots to hit them both before they are too far away. In an attempt to beat this game, we have built a servomechanism to automatically track and shoot down the clay pigeons. The labkit’s FPGA was programmed to “look” at the video output of the Nintendo System by receiving its video outputs, find the moving targets, and calculate the angle at which to aim the light gun. It outputs the appropriate signals to two servomechanisms to control up-down and left- right aiming, and fire the light gun. In addition, Duckhunter has a calibration mode to improve the accuracy of aim. 1 duckhunter.tex 2572 2005-12-14 21:54:43Z alisy 2 Contents 1 Overview (alisy) 4 2 Description of Duckhunter 4 2.1 Input System and Disc Tracking DSP (alisy) ............................ 4 2.1.1 detection toplevel . 4 2.1.2 NTSC decode, adv7185init, i2c . 6 2.1.3 YCrCb2RGB . 6 2.1.4 NTSC to ram......................................... 6 2.1.5 vga to ram .......................................... 7 2.1.6 trajectory . -
Input Devices
CS-525V: Building Effective Virtual Worlds Input Devices Robert W. Lindeman Worcester Polytechnic Institute Department of Computer Science [email protected] Motivation The mouse and keyboard are good for general desktop UI tasks Text entry, selection, drag and drop, scrolling, rubber banding, … Fixed computing environment 2D mouse for 2D windows How can we design effective techniques for 3D? Use a 2D device? Use multiple n-D devices? Use new devices? Use 2D interface widgets? Need new interaction techniques! R.W. Lindeman - WPI Dept. of Computer Science 2 Motivation (cont.) Gaming and Virtual Reality Tight coupling between action and reaction Need for precision VR can give real first-person experiences, not just views Head-mounted Display In order to look behind you, turn your head! Selecting/manipulating an object Reach your hand out and grab it! Travel Just walk (well, not quite)! Doing things that have no physical analog is more problematic R.W. Lindeman - WPI Dept. of Computer Science 3 Common Desktop Input Devices Mouse++ Keyboard Joystick TrackBall TrackPoint TouchPad Tablet MightyMouse R.W. Lindeman - WPI Dept. of Computer Science 4 Game Controllers PlayStation2 (2000) Wii Remote+ Nunchuk Atari 2600 (2006) (1977) Intellivision (1980) Xbox 360 (2005) Source: http://www.axess.com/twilight/console/ R.W. Lindeman - WPI Dept. of Computer Science 5 Prototypes of Controllers R.W. Lindeman - WPI Dept. of Computer Science 6 Prototypes of Controllers (cont.) R.W. Lindeman - WPI Dept. of Computer Science 7 Classification Schemes Relative vs. Absolute movement Integrated vs. Separable degrees of freedom Digital vs. Analog devices Isometric vs. Isotonic devices Rate control vs. -
Controlling VR Games: Control Schemes and the Player Experience
Controlling VR Games: Control Schemes and the Player Experience by Erin Martel A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Master of Arts in Human-Computer Interaction Carleton University Ottawa, Ontario © 2020, Erin Martel Abstract Control schemes are central to the user experience in video games as they determine the quality of a user’s interaction with the game world. Since the 1990’s, desktop 3D games have adopted the “mouselook” scheme, in which the mouse simultaneously rotates the camera view, aims and steers the avatar. However, virtual reality games do not yet have a standard control scheme and require a different approach in order to integrate input from the head-mounted display, an additional input device not present in desktop 3D games. To address this gap, we conducted two mixed-methods studies to evaluate the usability of control schemes for controller-based VR games in the FPS genre. The first study used keyboard and mouse and the second used Oculus Touch motion controllers as input devices. User study 1 showed that “coupled” control schemes in which the camera view and steering the avatar were controlled by both the mouse and head-mounted display were most usable. Study 2 showed that both the coupled and “decoupled” schemes were usable, although some users found the decoupled scheme disorienting. ii Acknowledgements First, I would like to thank my thesis supervisors, Dr. Kasia Muldner and Dr. Robert Teather for their patience and help during this process. To Dr. Muldner, I am grateful for your expert guidance and generosity in my time at Carleton. -
Nintendo NES Price Guide
Website GameValueNow.com Console Nintendo NES Last Updated 2018-09-30 07:00:07.0 Nintendo NES Price Guide # Title Loose Price Complete Price New Price VGA Price 1. 10-Yard Fight $2.35 $18.05 $772.08 NA 2. 10-Yard Fight [5 Screw] $2.29 $32.16 NA NA 3. 1942 $11.20 $33.32 $684.75 $1500.00 4. 1942 [5 Screw] $10.93 $28.50 NA NA 5. 1943: The Battle of Midway $11.21 $33.80 $172.88 $323.43 6. 3-D World Runner $5.07 $33.22 $80.93 NA 7. 3-D World Runner [5 Screw] $6.64 NA NA NA 8. 6 in 1: Caltron $294.56 $362.95 $419.87 $495.34 9. 6 in 1: Myriad $1239.38 $2795.99 $4505.95 NA 10. 720 $3.39 $11.25 $41.71 $89.39 11. 8 Eyes $6.77 $25.47 $116.39 $78.58 12. A Boy and His Blob: Trouble on Blobolonia, David Crane's $8.13 $32.71 $101.67 $273.35 13. A Nightmare on Elm Street $33.38 $115.09 $457.18 $521.21 14. Abadox: The Deadly Inner War $4.97 $22.53 $52.98 $137.83 15. Action 52 $189.90 $290.13 $496.41 $746.00 16. Addams Family $9.42 $38.52 $95.24 $425.92 17. Addams Family: Pugsley's Scavenger Hunt $39.06 $119.11 $253.04 NA 18. Advanced Dungeons & Dragons: Dragon Strike $30.87 $88.80 $165.02 $475.99 19. Advanced Dungeons & Dragons: Heroes of the Lance $9.88 $28.52 $135.92 $188.31 20. -
Training (Oct 96)\Controller
PlayStationPlayStation ControllersControllers Taking advantage of specialized controllers and multi-player adapters CONFIDENTIAL PlayStation Developer Seminar / Fall ‘96 / Controllers UsingUsing PlayStationPlayStation ControllersControllers Types of Controllers Reading Controller Data Detecting Various Controller Types Detecting & Using Multi-Player Adapters CONFIDENTIAL PlayStation Developer Seminar / Fall ‘96 / Controllers DigitalDigital ControllersControllers Sony Controller Pad Various 3rd-Party Pad Controllers Sony Mouse CONFIDENTIAL PlayStation Developer Seminar / Fall ‘96 / Controllers SonySony ControllerController PadPad Shipped with every PlayStation 8 action buttons L1, L2, R1, & R2 , , , & “Select” and “Start” buttons 4 button (8 direction) D-pad CONFIDENTIAL PlayStation Developer Seminar / Fall ‘96 / Controllers VariousVarious 3rd3rd PartyParty Pad/DigitalPad/Digital JoystickJoystick ControllersControllers Examples Alps Interactive Stingray ASCII Entertainment ASCII Pad PS ASCII Entertainment ASCII Stick PS Interact Accessories PS Arcade Interact Accessories PS ProPad Optec Commander Pro CONFIDENTIAL PlayStation Developer Seminar / Fall ‘96 / Controllers VariousVarious 3rd3rd PartyParty Pad/DigitalPad/Digital JoystickJoystick ControllersControllers No special support required in games Often have special buttons “Turbo” variable-speed auto-fire “Programmable” sequence buttons Allows programming of special combo moves CONFIDENTIAL PlayStation Developer Seminar / Fall ‘96 / Controllers SonySony MouseMouse Two Button Mouse Returns -
Operation Manual
OPERATION MANUAL 1 | Page 2 | Page Quick Start Guide A cheat sheet for fast learners (and customers who don’t like to read user manuals and just DIVE in! ) Turn Your Machine ON: Uprights: Power Button is located on Top of Machine (upper left or right top of machine) Arcade Pushbutton Table Tops: Power Button is located on back center portion of cabinet Arcade Pushbutton Pedestals: Power Button is located on back of machine near the center of the pedestal opposite the HDMI Port. 1. Load up any Arcade Game in ARCADE CLASSICS (first icon on the Main Wheel) by pressing Player 1’s START Button (white or black man icon on button) 2. Wait for Game To Load… When Attract Screen is visible then… 3. Credit the game – Press your Credit Button or Push and HOLD Player 1’s START button and then Push Player 1’s FIRST BUTTON (upper left closest to joystick) 4. Press 1 or 2 (or 3 or 4) Player Start Button to start a 1 or 2 Player Game (or 3 or 4 player) NOTE: You can also credit any coin op game by pressing and holding PLAYER 2’s START Button and then pressing Player 2’s First Button (or player 3 or player 4 for 4 player machines) Exit Any Game and System By Pushing and HOLDING Player 1’s START BUTTON THEN push player 2’s START BUTTON, this will return you to the main wheel… 3 | Page New Windows 10 x64 Operating System (Ships out in all Machines starting Dec 2019) NEW FEATURES: New Search Feature “HyperSearch” Added New Desktop created and easier backend navigation New Games and Systems Added Easy Auto Drive Registration Added Easy Access to “Rocketlauncher” and Hyper HQ on Start Bar New Shortcut Button/Joystick Function Added: To Get into the Backend (Win 10 x64 operating system): Press and HOLD Player 1’s START Button and then Press Player 2’s Joystick UP, this is like pushing the “Windows” key on a Keyboard and it will bring up the “START Bar Menu” at the bottom of the screen. -
MAME Controller Mapping Utility (Draft Version 1.0)
MAME Controller Mapping Utility (Draft Version 1.0) MAME supports using custom controller files (ctrlr files). Our MAME Controller Mapping Utility uses this MAME feature to map your light guns and other controls to up to six players in MAME. We have a User Interface (UI) that allows you to easily setup all of your Light Guns, Trackballs, Spinners, Joysticks and Keyboard in MAME. Our MAME Controller Mapping Utility is part of our Arcade Guns Pro Utility software package. With our MAME Controller Mapping Utility, as seen in the lower part of the image above, you can map your controllers to a specific player. That player will always be mapped to the controllers you specify, no matter what. Controllers can be added/removed/moved/restarted and your player -> controller mapping will not change. There is also a separate utility called MAME Auto Detect, as seen in upper part of the image above. This utility detects when a MAME games is launched and automatically locates where your MAME executable and mame.ini config files are located on your PC. The mame.ini file path is used by the MAME Controller Mapping Utility. When you enable the MAME Controller Mapping Utility it will update your mame.ini file with settings that are required for the mapping to work. Look near the end of this manual for the complete list of changes to your mame.ini file that this utility makes. There is no denying that MAME is a great Emulator with just about every possible input option for any type of controller you would possibly want to use.