Motion control systems combine the data from their internal gyroscopes and accelerometers to produce super-accurate information about location in space (X, Y and Z planes), and movement about the controller’s axis (pitch, roll and yaw). For extra precision, some systems also throw in a micro-compass (like those used in GPS and satnav systems).
So once the device has accurately detected motion, this needs to be translated to movements that fi t on the screen. The Wii system uses infrared tracking to determine the cursor’s position on screen. The sensor box above the screen has sets of fi ve infrared (IR) LEDs at both sides. These, plus the IR detector at the top-end of the Wii Remote, mean that the controller’s position can be triangulated relative to the screen. So if the LEDs are detected towards the top of the Wii Remote’s fi eld of view, the cursor is displayed at the bottom of the screen and vice versa. IR LEDs are used because regular visible light-emitting diodes would be too diffi cult to pick out from other light sources, especially the screen.
Instead of infrared tracking, the PlayStation Move uses a camera to track visible light from the glowing orb on top of the handheld controller. When it comes to recognising who’s actually playing, systems now incorporate a rather ingenious face and voice recognition so players don’t have to register or pick an avatar. For face recognition, the PlayStation’s EyeCam captures a clear shot of the player’s face and then maps individual characteristics onto a face template to store in the system’s memory. It detects faces using the same technology used fi rst in Sony cameras for ‘smile recognition’.
Motion controllers contain microphones not just for sing-along games but also for voice commands and player recognition – so how does this work? Voice-recognition technology is well-established in communications and accessibility software. The sound waves created by speech become vibrations in the microphone, which are converted to digital signals. The processor removes ‘noise’ from the data-stream (by subtracting a reading of the background noise in the room) and then breaks down the data into unique speech sounds or ‘phonemes’ – there are roughly 50 phonemes in the English language. The processor then compares the data to its stored library of phoneme combinations to work out which words were said.
So what about all those notoriously tricky words in English, which are spelled differently but sound the same (homophones)? In order to decide which homophone to register, the processor is also equipped with a context-checker – it analyses the words around the homophone,
1. Move the Wii-mote Hold the controller as you would a regular table tennis bat – you can even achieve a backhand.checks the combination against stored examples and selects the spelling, which is statistically most likely. The software is also advanced enough to recognise many different accents and the latest games systems recognise individual players by storing each user’s unique pitch variations, giving you a personal gaming experience every time you turn the console on.
Every different language requires its own library, which can delay the release of products using this technology. Last year the Kinect was initially available in US and UK English, Japanese and Mexican Spanish – while speakers of other languages had to wait until 2011 for updated versions.
With regard to what’s next for videogame controllers, developers are hard at work on 3D games (for use with 3D television screens), eye-gaze direction detection and other mind-bogglingly futuristic technology. As handsets begin to become unnecessary and producers create a wider range of games, there will be plenty to satisfy both casual and hardcore gamers.
The Wii Remote (Wii-mote) uses a three-axis accelerometer to monitor movement sideways, up and down, forward and back. Two sets of infrared LEDs on the Wii console are detected in the Wii-mote and triangulated to determine the cursor or character position on screen. Nintendo released the Wii MotionPlus device to enhance the Wii-mote – this adds a three-axis ‘tuning fork’ gyroscope to better detect twisting and tilting movements of controller itself (pitch, roll and yaw).
Using the Wii Remote is fairly intuitive. Slip the strap over your wrist and hold it like a remote control, usually with your thumb on the A-button near the top and your index fi nger on the B-button on the back. The movements you perform do depend on the game, for example, hold and swing it like a tennis racket, a golfclub or a bowling ball; thrust it like a sword or even steer it like a car. The wealth of options is almost endless.
So once the device has accurately detected motion, this needs to be translated to movements that fi t on the screen. The Wii system uses infrared tracking to determine the cursor’s position on screen. The sensor box above the screen has sets of fi ve infrared (IR) LEDs at both sides. These, plus the IR detector at the top-end of the Wii Remote, mean that the controller’s position can be triangulated relative to the screen. So if the LEDs are detected towards the top of the Wii Remote’s fi eld of view, the cursor is displayed at the bottom of the screen and vice versa. IR LEDs are used because regular visible light-emitting diodes would be too diffi cult to pick out from other light sources, especially the screen.
Instead of infrared tracking, the PlayStation Move uses a camera to track visible light from the glowing orb on top of the handheld controller. When it comes to recognising who’s actually playing, systems now incorporate a rather ingenious face and voice recognition so players don’t have to register or pick an avatar. For face recognition, the PlayStation’s EyeCam captures a clear shot of the player’s face and then maps individual characteristics onto a face template to store in the system’s memory. It detects faces using the same technology used fi rst in Sony cameras for ‘smile recognition’.
Motion controllers contain microphones not just for sing-along games but also for voice commands and player recognition – so how does this work? Voice-recognition technology is well-established in communications and accessibility software. The sound waves created by speech become vibrations in the microphone, which are converted to digital signals. The processor removes ‘noise’ from the data-stream (by subtracting a reading of the background noise in the room) and then breaks down the data into unique speech sounds or ‘phonemes’ – there are roughly 50 phonemes in the English language. The processor then compares the data to its stored library of phoneme combinations to work out which words were said.
So what about all those notoriously tricky words in English, which are spelled differently but sound the same (homophones)? In order to decide which homophone to register, the processor is also equipped with a context-checker – it analyses the words around the homophone,
1. Move the Wii-mote Hold the controller as you would a regular table tennis bat – you can even achieve a backhand.checks the combination against stored examples and selects the spelling, which is statistically most likely. The software is also advanced enough to recognise many different accents and the latest games systems recognise individual players by storing each user’s unique pitch variations, giving you a personal gaming experience every time you turn the console on.
Every different language requires its own library, which can delay the release of products using this technology. Last year the Kinect was initially available in US and UK English, Japanese and Mexican Spanish – while speakers of other languages had to wait until 2011 for updated versions.
With regard to what’s next for videogame controllers, developers are hard at work on 3D games (for use with 3D television screens), eye-gaze direction detection and other mind-bogglingly futuristic technology. As handsets begin to become unnecessary and producers create a wider range of games, there will be plenty to satisfy both casual and hardcore gamers.
Nintendo Wii The console that caused a gaming revolution
REAL WORLD
IN GAME
PlayStation Move The console king ups its game
IN GAME
Hold the controller like a microphone with your index fi nger on the trigger button, and make sure the EyeCam can ‘see’ the light orb on top. In the Archery on Sports Champions , reach over your shoulder to collect an arrow, bring it over your head and then draw back, releasing the trigger to shoot.
Two controllers can be used to make the movements more realistic. For example, in Archery, the front controller stays still, aiming for the target, while the other draws the bow and releases. In Gladiator Duel, the arm holding the front controller is the shield, while the back controller is the sword.
REAL WORLD
Motion detection takes place both in the EyeCam and in the Move controller itself. The EyeCam tracks the Orb’s movement in three dimensions: up/down, left/right (the X and Y planes) and depth (the Z plane). Because the orb is a fi xed size, the processor calculates how far away it is using simple laws of perspective: the smaller it appears, the further away it is. Inside the controller, accelerometers and gyroscopes collect further information about motion including tilt and twist, transmitting this data via Bluetooth to the PS3. The orb contains three LEDs to produce different colours. If you’re playing solo, the Move selects the optimum colour to contrast with your surroundings. In multiplayer games, different colours differentiate the players and colours also provide visual feedback on hits and misses.BUY
Wireless Pro Controller Compatible for N Switch with Gyro Motion Control, Rumble, 10m 4H Bluetooth Gamepad, Ergonomic Rechargeable Remote, Alternative to Switch Pro Controller
Sony PlayStation Move - Twin Pack
Quantum QHM7468 USB Gamepad with Dual Vibration (Black, Pack of 2)
PlayStation Move Motion Controllers - Two Pack
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