
Exergaming: Video Games as a form of Exercise Neehar Reddy Cherabuddi Department of Computer Science Brown University Providence, Rhode Island – 02906 Project website: http://www.cs.brown.edu/people/awilson/exergaming-home.html Abstract back to the 1980’s, in the field of Virtual Video Games have always been a source of Reality, with games like the HighCycle and entertainment for adults and children. Over Virtual Racquetbal l. The HighCycle was an the years, people have worked at making exercise bike that a user would pedal these games more than just a form of through a virtual landscape. Virtual recreation. One such effort was targeted at Racquetball tracked the position and making video games exercise oriented. orientation of an actual racquet that was Hence,Exergaming.Exergaming incorporates used to hit a virtual ball in a virtual exercise into video games. Traditional environment. interaction techniques, for a long time, have been restricted to various One of the more memorable and successful combinations of variations in button, Exergames “Dance Dance Revolution”, was directional pad and/or joystick placement released by Konami in 1998. It was highly etc. Exergaming, needs interaction effective - exercise-wise - and very cost techniques which are more physically effective and so it brought exergaming into demanding and such interaction techniques the mainstream. are not always cost effective. We are going to look at a more recent technology, the Wii When Nintendo released the Wii in 2006 Remote, a.k.a the “wiimote”, which and the WiiFit in 2007, it became clear that provides for interesting interaction the fusing of exercise with video games was techniques with its unique accelerator and successful and that a new appreciation was optical sensor technology. We make being developed for such games. innovative use of this technology to create a first person Soccer game, “Wii!!! Soccer”. Since the release of the Nintendo Wii, We use the wiimote’s Infra-Red capturing wiimote technology has been used capabilities to track the player’s foot innovatively in numerous ways. The use of motion and recognize gestures such as accelerometer and optical sensor kicking, passing etc. technology has made the wiimote a widely popular device as an alternative source of input among many developers. We have 1 Introduction seen Johnny Chung Lee of Carnegie Mellon The field of Exergaming, a portmanteau of University using the wiimote to build an "exercise" and "gaming”, has become more array of applications from head-tracking and more prominent over the last few and finger tracking to low-cost multi-touch years. The first Exergames can be dated whiteboards. _____________________________________________________________________________________________________________________________ _____________________________________ wiimote’s accelerometer and optical sensor We are also going to use the wiimote technology, we translate gestures in the technology innovatively to track the motion real world and map them to actions in the of the foot. We are going to have an game world. The player can therefore, walk, Infrared light source attached to a players’ run, pass, shoot naturally using intuitive leg emitting infrared rays and we will use gestures. the infrared cameras of the wiimote to capture the motion of the foot and 4 Setup* recognize gestures. A player uses a nunchuck attached to a wiimote for navigation in the game. Ideally 2 Earlier Work we wanted to use an Infrared Emitter, First Person Soccer was not the first game reflective tape and a second wiimote to idea that we experimented with. A track the reflected IR, to track the player's prototype was developed initially for a Tron foot motion and gestures such as passes, like game. A player had to navigate through kicks and acceleration. As we were unable a maze-like arena, building walls in his trail and then had to force his opponents to crash into these walls. The player’s velocity in the game was directly dependent on how fast he/she ran while playing. Though the prototype was based on the same technology, it helped us recognize the kinds of games that it could service. 3 The Game* Figure 2 : Basic Setup Of Our Game to procure reflective tape of sufficient grade, we are currently using IR Sensor bars strapped to the player's leg. Figure 1: Screenshot from the Game . Notice all the user Interface Features “Wii!!! Soccer” is a first person perspective soccer game which tries to simulate the Figure 3: Players were required to wear infrared emitters experience of real soccer. By utilizing the attached to their legs in order for the wiimote to detect motion and gestures _____________________________________________________________________________________________________________________________ _____________________________________ *For detailed information on the Game, control scheme ,playtesting and feedback refer to “Exergaming: A Fusion of Exercise and Video Gaming ”. Author: Ahmad Wilson, Brown Univeristy. 2008. This kind of setup, as we expected, turned applied to the ball is proportional to the out to be quite uncomfortable for the velocity of the kick. players. It limited their freedom to move, as too much movement disoriented the 5.3 Interface Features Infrared sensor bars strapped to their legs. 1. An overlay to the left top of the screen is home to the game information such as It is also important to note that the game score, time remaining and current wiimote, used to capture the IR emitted by half. An overlay to the left bottom of the the sensor bar, was calibrated to work best screen displays an overhead view of the when the distance to the user was about field to help the player navigate and locate 40-45 inches. his/her teammates. 5 Controls * 2. One of the major problems we 5.1 Nunchuk encountered developing a First Person Soccer games was visualizing the ball's 1. A user navigates through the game by position when the player is too close to see using the analog stick of the nunchuck. it. We experimented with tilting controls, 2. Holding the Z-Button of the nunchuk i.e, a player was provided with controls to down allows the player to move at a look up and down, and found that given constant velocity in the direction the player the pace of the game, this can turn out to is looking. be both frustrating and disorienting. Therefore, a second camera is placed at the 3. Tapping the C-Button of the nunchuk user’s feet. This allows the player to look at allows the player to switch to a teammate the ball, without any discomfort. If a player closest to the ball. gets close to the ball, the foot camera pops up at the top right of his/her viewport, 5.2 Foot Tracker enabling him to have a secondary view of 1. Holding the Z-Button of the nunchuk the ball. and running increases the player's velocity. The faster the player runs, the faster he 3. The game also provides dual player moves in the game and similarly the slower support through split screen. a player runs, the slower he moves in the game. 5.4 Play Testing Our initial playtests have identified scope 2. Executing a kick gesture to the players both for the game and improvements in the left (away from the wiimote), translates to a game. player passing a ball to a team mate in his direction. If no teammate is found in the The gestures for passing and shooting player’s direction, an aerial pass is executed seemed to be pretty intuitive to players, but in the player’s direction. The force of the they seemed to have difficulty using the pass is proportional to the distance of the controls on the Nunchuk simultaneously. teammate from the player Also, we realized that there is need for a better calibration as players often move to 3. Executing a kick gesture forward, and away from the Infrared capturing translates to a kick in the game. The force _____________________________________________________________________________________________________________________________ _____________________________________ *For detailed information on the Game, control scheme ,playtesting and feedback refer to “Exergaming: A fusion of Exercise and Video Gaming ”. Author: Ahmad Wilson, Brown Univeristy. 2008. wiimote while playing and this throws off management, collision detection, and the gesture recognition in the game. dynamic behavior. Lastly, though the dribble camera was OgreNewt is a library that wraps the designed with the intention of assisting Newton Game Dynamics physics player’s locate the position of the ball when SDK(software development kit) into an the player is in close proximity of it, it’s use object-oriented set of classes that facilitate was not immediately perceptible to the integration with the OGRE 3-D engine. players. The dribble camera pops up without any warning or indication. Due to We use OgreNewt and Newton to handle all the fast pace the game, players’, at times, the physics by detecting and managing all do not realize that the dribble camera even our collisions. came up on their screen. We think an animated compass styled overlay always 6.3 WiiYourself pointing towards the location of the ball WiiYourself is an open-source library that is and also a text alert that pops up informing used to interface wiimotes with the the player about the dribble camera would computer. The wiimotes use Bluetooth assist greatly. technology to connect and communicate with the computer. WiiYourself abstracts all 6 Tools and Libraries Used details of connection and provides an easy 6.1 Ogre to use interface. Ogre (Object –oriented graphics engine) is an open-source cross-platform, scene- In our game, each player has a wiimote oriented 3-D engine written in C++. It tracking his foot. The wiimote keeps track abstracts all the details of using the of the players’ acceleration and recognizes underlying system libraries like Direct3D gestures for kicking and passing.
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