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You Are Player One User Interfaces in Interactive Entertainment
You Are Player One User Interfaces in Interactive Entertainment
An Interface Revolution is beginning
An Interface Revolution is beginning
Describe the ultimate interface…
Describe the ultimate interface…
Background: Games are big busine$$
Background: Games are big busine$$
Accelerating adoption rate
Accelerating adoption rate
PlayStation R&D (SCE America)
PlayStation R&D (SCE America)
R&D job description
R&D job description
R&D cycle
R&D cycle
Research models
Research models
Level of interaction
Level of interaction
Interface Modalities
Interface Modalities
Voice Input
Voice Input
Video interface categories
Video interface categories
Video As Input
Video As Input
Enhanced Reality
Enhanced Reality
Video interface design goals
Video interface design goals
EyeToy: research to product
EyeToy: research to product
EyeToy: Play
EyeToy: Play
Mature video technology
Mature video technology
Recent video technology
Recent video technology
Just around the corner
Just around the corner
Future video technology
Future video technology
Concluding remarks
Concluding remarks
Thank you
Thank you

Презентация: «You Are Player One User Interfaces in Interactive Entertainment». Автор: Sony. Файл: «You Are Player One User Interfaces in Interactive Entertainment.ppt». Размер zip-архива: 1972 КБ.

You Are Player One User Interfaces in Interactive Entertainment

содержание презентации «You Are Player One User Interfaces in Interactive Entertainment.ppt»
СлайдТекст
1 You Are Player One User Interfaces in Interactive Entertainment

You Are Player One User Interfaces in Interactive Entertainment

Richard Marks Manager, Special Projects

2 An Interface Revolution is beginning

An Interface Revolution is beginning

Graphics have improved dramatically Interface is limiting the interactivity Interface is limiting the fun

3 Describe the ultimate interface…

Describe the ultimate interface…

Fun Intuitive Interactive Flexible Enabling Fun!

PS9 commercial shows what people think is “futuristic” Blurring of distinction between real and virtual Sensory enhancement Gaming anywhere and everywhere Experiential Describe the system by describing its interface

4 Background: Games are big busine$$

Background: Games are big busine$$

For the last 2 years, video game sales revenue has exceeded box-office receipts FY 2004, Electronic Arts reports… Revenue of $2.96 billion Net income of $577 million In less than 4 years worldwide…. 70 million PlayStation2 hardware units 572 million PlayStation2 software units 1 in 4 American homes has PlayStation2

5 Accelerating adoption rate

Accelerating adoption rate

PS2

32/64bit Game

CD Player

PC

Walkman

Million units

years

10

9

8

7

6

5

4

3

2

1

0

0

1

2

3

4

5

6

7

8

9

6 PlayStation R&D (SCE America)

PlayStation R&D (SCE America)

Mission Catalyze new ideas for interactive entertainment Focus 0 to 5 years Groups Advanced Graphics Distributed Processing Developer Tools (compilers, optimizers) Special Projects Animation and physical simulation Man-machine interface

7 R&D job description

R&D job description

Improve existing experience Enable new experiences “We don’t make games, we make them better” Give game developers more tools to use for creation Create software that game developers can use Prototype tech demos to inspire game developers

8 R&D cycle

R&D cycle

Matched to PlayStation platform cycle (5-6 years) 2-3 years research Focused on about a 5 year look-ahead Intended to raise the bar of computer entertainment 2 years development Hardware specification, proving workloads Advanced libraries, technology demos, samples 1 year production Maintenance, support of our releases

9 Research models

Research models

Push Research group pushes technology out of lab and into product groups Tough because product groups have schedules Example: EyeToy Pull Tends to be evolutionary, not revolutionary Less freedom, but certainty of usefulness Example: PlayStation Voice Recognition Stockpile What do we do with this? Don’t know, save it for later. Most common model for large research groups

10 Level of interaction

Level of interaction

Games now….

“L1 o ?”

PS2

“42”

11 Interface Modalities

Interface Modalities

Inertial (accelerometers, rate gyros) Touch (haptics, force-feedback) Audio Speech (speech recognition, speaker id) Waveform (frequency, amplitude, rhythm) Video Familiar Fast Physical Personal Multipurpose

12 Voice Input

Voice Input

Voice recognition Command/control, user-independent, isolated word, text authored Used in NFL GameDay, NCAA Gamebreaker, NBA Shootout Online adaptation to user’s voice Far-microphone voice input in noisy environments Acoustic Echo Cancellation Multi-microphone techniques Speaker identification Voice fonts

13 Video interface categories

Video interface categories

Video As Input (VAI) joystick replacement user does not see video applicable to existing games Enhanced Reality (or augmented reality) live video mixed with computer graphics movie-like special effects new entertainment genre Real-time Motion Capture direct interaction enables physical interaction

14 Video As Input

Video As Input

User does not see the video Video quality only important for processing Only need to capture/process useful info Frame rate and latency are critical Immediate and obvious visual feedback is important

15 Enhanced Reality

Enhanced Reality

Augmented reality, but with an entertainment focus Minimize encumbrance Utilize common hardware Simplify setup/calibration Create an enjoyable user experience

16 Video interface design goals

Video interface design goals

Accessible Affordable Easy-to-use Unobtrusive Targeted Lens good for low light Compression specific to PS2 hardware Video size appropriate for PS2 processing power Multi-purpose Communication (e.g. EyeToy: Chat) Snapshots

17 EyeToy: research to product

EyeToy: research to product

1999-2000 initial research and prototyping 2001 join the London game team for 3 months learn about their world L transfer my technology, but more importantly, they absorb how I think, so they can extend the ideas 2002 experienced game team creates games, not technologist 2003 EyeToy launches globally 2004 5 million EyeToys shipped to date

18 EyeToy: Play

EyeToy: Play

Easy to jump in and play Not too serious Very social Amazing demographics Young children, parents, girls, grandparents

19 Mature video technology

Mature video technology

Motion detection Color segmentation Simple-object pose recovery Sphere, position only Cylinder, position+orientation Gesture recognition Pattern matching Basic video/graphics compositing

20 Recent video technology

Recent video technology

Freeform mouse-like input (e.g. Minority Report) Retro-reflection The “Clam” deformable input device Face detection Face tracking Better color tracking Demos (clam, view tracking)

21 Just around the corner

Just around the corner

PSP + camera PSP is your window to an enhanced world Mobile augmented reality Mobile video communication Face tracking for animation communication Next generation console + camera Much more CPU Much higher input bandwidth Camera should be higher res, faster, more sensitive New interfaces an important design criterion

22 Future video technology

Future video technology

Per-pixel distance measurement RGBZ video Allows true mix of graphics with video using Z buffer Easy per-pixel background/foreground (user) segmentation Video: Enhanced Reality special effects – play movie Video: Real-time motion capture – play movie

23 Concluding remarks

Concluding remarks

Interface a key element of design Blend of technology and psychology Impacted by real-world considerations Entertainment is a great way to try new technology Especially the game industry A revolution is already underway Now, my 4-year-old waves his hand in front of the TV, expecting it to turn on Next year, he’ll be talking to it Soon, all this will fit in his pocket And he thinks nothing of it….

24 Thank you

Thank you

Questions?

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