You Are Player One User Interfaces in Interactive Entertainment Richard Marks Manager, Special Projects An Interface Revolution is beginning Graphics have improved dramatically Interface is limiting the interactivity Interface is limiting the fun 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 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 Accelerating adoption rate Million units 10 PS2 9 8 7 32/64bit Game 6 5 CD Player PC 4 3 Walkman 2 1 0 0 1 2 3 4 5 6 7 8 9 years 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 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 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 Push Research models 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 Level of interaction Games now…. “L1 o ” PS2 Future games…. Cameras Microphones Gamepad Inertial Etc. PS? “42” 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 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 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 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 Enhanced Reality Augmented reality, but with an entertainment focus Minimize encumbrance Utilize common hardware Simplify setup/calibration Create an enjoyable user experience 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 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 EyeToy: Play Easy to jump in and play Not too serious Very social Amazing demographics Young children, parents, girls, grandparents 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 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) 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 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 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…. Thank you! Questions?
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