You Are Player One User Interfaces in Interactive Entertainment - PowerPoint PPT Presentation

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You Are Player One User Interfaces in Interactive Entertainment

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PlayStation R&D (SCE America) Mission. Catalyze new ideas for interactive entertainment ... Matched to PlayStation platform cycle (5-6 years) 2-3 years research ... – PowerPoint PPT presentation

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Title: You Are Player One User Interfaces in Interactive Entertainment


1
You Are Player One User Interfaces in
Interactive Entertainment
  • Richard Marks
  • Manager, Special Projects

2
An Interface Revolution is beginning
  • Graphics have improved dramatically
  • Interface is limiting the interactivity
  • Interface is limiting the fun

3
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
  • 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
Million units
10
PS2
9
8
7
32/64bit Game
CD Player
6
5
PC
4
3
Walkman
2
1
0
0
1
2
3
4
5
6
7
8
9
years
6
PlayStation RD (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
RD job description
  • Improve existing experience
  • Enable new experiences
  • We dont 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
RD 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
  • 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? Dont know, save it for
    later.
  • Most common model for large research groups

10
Level of interaction
  • Games now.

L1 o ?
PS2
42
11
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 recognition
  • Command/control, user-independent, isolated word,
    text authored
  • Used in NFL GameDay, NCAA Gamebreaker, NBA
    Shootout
  • Online adaptation to users voice
  • Far-microphone voice input in noisy environments
  • Acoustic Echo Cancellation
  • Multi-microphone techniques
  • Speaker identification
  • Voice fonts

13
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
  • 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
  • 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
  • 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
  • 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
  • Easy to jump in and play
  • Not too serious
  • Very social
  • Amazing demographics
  • Young children, parents, girls, grandparents

19
Mature video technology
  • Motion detection
  • Color segmentation
  • Simple-object pose recovery
  • Sphere, position only
  • Cylinder, positionorientation
  • Gesture recognition
  • Pattern matching
  • Basic video/graphics compositing

20
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
  • 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
  • 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
  • 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, hell be talking to it
  • Soon, all this will fit in his pocket
  • And he thinks nothing of it.

24
Thank you!
  • Questions?
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