The Development of Camera Pong - A novel interactive game

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8 Νοε 2013 (πριν από 3 χρόνια και 9 μήνες)

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The Development of
Camera Pong

-

A

novel interactive game









Name:


Wang Jian

Number:

0501794

Tutor:

Liam Bannon







Mikael Ferstrom

Daniel

Sullivan

Module
:

CS6022






INDEX

Abstract

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1
,
The explanation of some key
words

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.
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1.1
What is
Pong

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1.2
What is virtual
reality

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1.3
What is
Mixed

reality

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1.4
W
hat is Camera

Pong



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2
,
Who is the game designed
for

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2.1

Research
Background

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2.2
The suitable
group

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3
,
H
ow to construct Camera

Pong


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3.1 Ensure that you understand wha
t kind of game it is and the
equipment that you need for
it


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3.2 The playing rules of the
game


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3.3 The Schedule of
activities


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4, Some technical
problems

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4.1
Definable

problem
s

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4.1.1

Graphic
delay

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4.1.2 Single software use
cannot achieve its best
function
ality

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4.1.3
The mix
ed
-
real
ity

technology

is too
advanced

to
cross the

threshold

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4.2 Problem
s not yet
Evident

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5,
Technology
-
Equipment & Software
List

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5.1 Equipment and
software

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5.2
Technology

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Reference

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3



Abstract



Pong

, known throughout the world as the
archetypal


video game


has been in
existence
since 1972.

During the past thirty years

hundreds of vide
o game
s

have come through an evolution in both development

and quality


and
from
unitary

variety

to multi
-
type.
Along with computer industry development
t
he
computer graph industry has also advanced rapidly
. The birth of HMD in 1966
symbolized

the entry o
f
human
s

into
the virtual reality world.

Today, it is the
mixed reality, the


combination
of

the

M
ixed

Reality

environment with the
real
environment
which

has become one of the areas of enhanced development.


T
he aim of this paper is

to

discuss how we can

combine the

Pong


game
, as
initially developed

30 years ago,
and
which has been particularly popular for
more than 10 years

now

and
the most
advance
d

Mixed Reality technology
together through the use of a video camera
. In such a way it should be possible

to design a new form of the game which would mix both the “older” classical style
with more modern computer technology


thereby creating a new version of the
game which should be able to match any of the most advanced computer games
currently on the mark
et. This new game would be known as
Camera

Pong

.


Key Word
:
Pong
,
virtual reality
,
Mixed reality
,
Camera

Pong










1, The explanation of some key words


1.1 What is Pong?

PONG is a video game based on ping
-
pong, released by Atari on November 29,
19
72. It is the first video game to win widespread popularity, in both its arcade
and home console versions. Its creators were the first to recognize that
technology had evolved sufficiently to make such a game possible. Displaying
graphics on a video screen

and reacting immediately to user input required more
computer power than 1960s consumer products could afford. Even in 1970, the
computing power of a modern cell phone would have required a mainframe
computer the size of a small apartment.


However, by dr
awing only two lines for paddles, a line for the net and a square
for the ball, Pong was playable as a graphical game even on the primitive
technology of the early 1970s. It unleashed a torrent of innovation and creativity
that represented the first genera
tion of video game development.


Definition

PONG is a basic simulation of the racket sport of table tennis. A small
square representing a ping
-
pong ball travels across the screen in a linear
trajectory. If the square strikes the perimeter of the playing fi
eld, or of one of the
simulated paddles, the square ricochets based on the angle of the impact.


The interface of Original Pang

Game play consists of players moving their respective paddles vertically to
defend their scoring zones. Players score one point

by maneuvering the square
past their opponent's paddle.


PONG can be played either by a single player pitted against a computerized
opponent, or by two players each controlling a paddle. In Atari's original PONG
arcade cabinets, players controlled their p
addles using one of two small paddle
controllers (a knob
-
like input device). Contrastingly, several of the derivative
table tennis simulations employed longitudinally
-
sliding joysticks.


1.2 What is virtual reality?

Let us first describe it in terms of fun
ctionality. It is a simulation in which
computer graphics is used to create a realistic
-
looking world. Moreover, the
synthetic world is not static, but responds to the user's input (gesture, verbal
command, etc.). This defines a key feature of virtual real
ity, which is real
-
time
interactivity. Here real time means that the computer is able to detect a user's
input and modify the virtual world instantaneously. People like to see things
change on the screen in response to their commands and become captivated
by
the simulation.


Definition
Virtual reality is a high
-
end user
-
computer interface that involves
real
-
tim
e

simulation and interactions through multiple sensorial channels. These
sensorial modalities are visual, aud
itory, tactile, smell and taste
.
Virtual

reality
can also be described from the simulation content point of view as unifying
realistic realities with artificial reality. This is a synthetic environment, for which
there is no real counterpart.

(
Grigore C. Burdea,

2003
)


Essentially,

v
irtual reali
ty is about the navigation and manipulation of 3D
computer
-

generated environments. A virtual reality user is able to navigate by
walking, running or even flying through a virtual environment and explore
viewpoints that would be impossible in the real worl
d. But the real benefit of
virtual reality is the ability to touch, animate, pick up and reposition virtual objects
and create totally new configurations.

(
John Vince
, 2003)


1.
3

What is
Mixed

reality?

Definition

Mixed reality is a particular subset of vir
tual reality related technologies
that involve the merging of real and virtual worlds somewhere along the "Virtuality
continuum", which connects completely real environments to completely virtual ones
(Milgram, 1994).


1.
4

W
hat is Camera

Pong

?

Definitio
n

Camera

Pong


is
just as its name implies



a

Pong


similar

game
but played with

a

camera.

A

simple

Pong


game sees a ball rebound on a screen, with nothing at
its
bottom

except

for

a small board which
is controlled

by

the

player.
It is possible to

mo
ve this board flatly

but
if you are unable to
rebound back the ball when it
comes to the bottom

of the screen
,

the game is over.
B
ut Camera

Pong


is a bit
different as it

just
uses

half of the play court then turned it around

let

the position
of the board

down to the
bottom
,
so that it is on the same level as the player’s
head. You can now use the camera
in
front

of

your head to bounce and position
the ball. How the ball bounces depends on where the player decides to position
the ball.


Camera

Pong


2, W
ho is the game designed for?


2
.1
Research Background

Out of

2,100,429 people

living

in Shan Xi province, China,
93
,
049

of them have a
disability
.
49
,
569

people have a disability involving the use of their arm. This means
that

almost 2.4% people cannot use

a mouse,
a
keyboard or
a
game
joystick

as
normally

as everybody else
.
U
nfortunately, it is
also
the case then that more than 99%

of

computer games

we

use today have to played with a joystick. Therefore, for an entire
2.4% of the population of this region
it is almost impossible for them to find any
computer game that they can play.

D
ata source:

Shanxi Province partial areas disabled person sample investigation report
.


E
xperts have considered that computers
have had too many bad

effects

on people,
effects
which computer users do not consider seriously

enough
.
According to a number
of investigations
, 83%
of
people who use
d

computer
s

frequently felt eye
strain
, 63.9%
of
people felt back, neck and arm strain.

Others suffered from

headaches

and a lack of
appeti
te and these people account for 56.1% and 54.4% respectively
.
Over
-
exposure to
computers is also alleged to
cause

depression
,
arteriosclerosis

etc
.

If you do one
exercise such as turning

your neck or moving your back

a

few time
s

every hour


as you
sit in
front of a computer
-

then 70% of those
symptom
s will be alleviated.

D
ata source:

Computer and health


By December 31, 2005,

China had a total of 111 million internet users and

the average
length of time these users spent on

the Internet was 15.9 hours

per

week
. That means
that
these people
normally

use
the
Internet
for roughly
2 hours a day.
This

data is
limited

only

to those people who use
the
Internet regularly; if you were to include those
people who use

the

computer

regularly but

not for
I
nternet
-
use

t
he average length of
time
that
they spent at their computer
s

would be much more than the figures
cited

above.
Virtually every movement of the computer involves
the use
of the
keyboard or
the
mouse. People

therefore

spend such a long time using the keyboard

and
the
mouse that
it must be difficult for them not to get sick of using them.
I
f someday it is possible for
us to
use or
play with

the computer
without using

a

mouse or

a

keyboard, then the
results would be very interesting.

Data Source:

17th Statistica
l Survey Report on

the Internet Development in China


2
.2 The suitable group

According
to the data

quoted above
, the Camera

Pong


game is
very suitable
for those people who cannot use
the
mouse skillfully or who are sick of always
work
ing

with

the

compute
r

normally



i.e.

using
the
keyboard or

the

mouse.
It is
also a very useful game for those
disable
d

people who cannot play game
s

using
their hand
s

or for those people who simply wish to relax their back or
their
neck
after a heavy day
’s

work in front of
computer screen.


3,
H
ow to construct Camera

Pong



3.1 Ensure that you understand what kind of game it is and the

equipment that you need for it

I
t is a camera
-
based computer game,
provisional
ly named Camera

Pong

. So if
you have a
Microsoft Windows 200
0 or higher version system based
computer
and a computer camera, you can play this game.

W
hat you to play this game is
just
simply

to

plug

your

camera onto your Computer, open the game

Camera
Pong
”,

and move back slightly from
the
screen.
T
hen m
ove your n
eck and
sometimes your whole body

while
using your head to

carry


the ball
.


3.2 The playing rules of the game

"Pang" is a game where a ball rebounds on a screen when it hits both the rim of
the video camera and the
outline

of the player’s head
.

T
he rebou
nd side
according as

physics

principle
.
You

can change the
semi
-
diameter

of the

Pang


or
the game’s
speed as you wish by increasing or
decreasing the

game level.


The physics principle of rebound


W
hen the
camera shoots

your
head, it will
draw the outlin
e of

your head and
compute
its

area
/size

automatically
.
I
f
the
computer does not see any head in
the
camera shot, the game
will
not start.
A
lso, if the head area is greater than
one fifth of the
whole

video

camera
area or

if

half of the head leave
s

the
are
a of
the
camera
shot
,
then
the game pauses.


E
very time the

Pang


hit
s

the head outline, the player

get
s a

c
orresponding

score.
O
f course the area of the head outline and the
semi diameter

of the

Pang


decides

how much

of a

score you will get.

Because of

technological
restrictions

this game can only

currently

support
one
single player.
If
there
is a
technical breakthrough
, the game

could

also possibly be extended to multi
player
s

in the future.



3.3 The Schedule of activities.

This project work will take

2 weeks at each stage with a total of 5 stages. The
schedule is as below:

22/5/06


5/6/06 Establish a simple “Pang” game with the director.

6/6/06


19/6/06

Improve the head
-
identification system;

then try to

combine

these two functions

together.

2
0/6/06


3/7/06
Debug the game and add a control function for the “Pong”
and an area
-
computation function for head outline.

4/7/06


17/7/06 Build a scoring system as relating to a different “Pong” size
and differing head area.

18/7/06


31/7/06
Comp
lete this game and do some preparation work for the
final thesis.

1/8/06
--

Writing work.


4, Some technical problems


Although
it is only a small game, it

also

includes
some of
the newest technology


Mixed reality technology.
It
also
includes

lo
ts of
difficult
ies in terms of
technical

problem
s
.
S
ome of these problems can be
defined fairly easily but there are
some others that are not, as yet, completely evident.


4.1
Definable

problem
s

4.1.1 Graphic delay

As the technology
presently stands
, the r
eaction of the compute
r graphics

is
slower than
the
human
re
action
s
.

This
means
that
if you move your body away
too quickly, your body graphic will still

be

showing on
-
screen
although you have
now moved away from that position. T
here may be a 0.1
second

de
lay
, for
example
.
T
he most important thing about this is its affect on
the visuals and the
scoring

system
.

Solution
: It is
easy

to solve this problem by upgrading
your
computer and buy
ing

a better computer camera.

In the absence of this possibility
,

howeve
r,

the best
way

to solve this problem

is

to

o
ptimize

program source code and
to as much as
possible to use
the
system
’s
API to a
void this nonessential and repeated
computation
.


4.1.2 Single software use
cannot achieve its best function
ality

Some player
s

o
f this game could be those people who
don’t

want
to
use

the

keyboard and

the

mouse or
who
can

t use

the

keyboard and

the

mouse to
control

the game, p
eople who therefore have to use the

sound
-
identification

system.

This function is a difficult one to impro
ve.

Solution: Multi
-
software co
-
operation will be the future

programming
approach to
this problem.

The

software PD is quite strong with
in the

sound
domain
; the
refore

the
Pd can be used to improve the user
’s learning skills.


4.1.3
The mix
ed
-
real
ity

techno
logy

is too
advanced

to
cross the threshold

M
ixed reality is

itself

a new subject

area
, but it has
been developed high level
and is currently the most sought
-
after technology after
virtual reality. As a
reasonably new technology however there is not as man
y research resources
available relating to Mixed
-
Reality technology as there is relating to other more
mature technologies. As

a non
-
native
English

speaker, it will
initially be
more
difficult
for me
to
consult the previous research in this area.

Solution:

Improve my
English

skill
s

in both reading and writing as

quic
kly
as
possible.
T
hen

by

reading
a good deal of relevant

research information
and
consulting with my tutor on how to improve my language skills.


4.2 Problem
s not yet Evident

There are probably
many problem
s

I

haven’t

considered as of yet, but

as the
work progresses
, they will
become
appar
ent

one
-
by
-
one.
I

will
approach any
problems with a positive attitude and a determination to overcome any potential
difficulties.

O
f course the helps from my
su
pervisor

is necessary.


5,
Technology
-
Equipment & Software List


5.1
Equipment and
software

Director

PD

Computer with
windows 2000 or higher version

Computer camera


5.2 Technology

Mixed reality

Sound identification

G
raphic ide
ntification

P
hysical

simulat
ion












Reference:

1, Earnshaw R A

et al


Virtual Reality System Academic Press
, 1993

2, Jacobson L. Garage
,

Virtual Reality. Sams Publishing
, 1994

3, Wodaski R
,

Virtual Reality Madness. SAMS Publishing
, 1993

4, Wexelblat A
,

Virtual Reality

Applications and Explorations. Boston
, 1993

5
, Wickens C D
,

Virtual Reality and Education,

1992

6,
Vince, John
,
Introduction to virtual reality
, 2003

7,
Wikipedia