Undoubtedly the biggest success amongst the recent games
console releases has been the launch of the Nintendo Wii.
This is arguably due to its most innovative attribute—the
wireless controller or “Wiimote.” The Wiimote can be used
as a versatile game controller, able to detect motion and
rotation in three dimensions which allows for very
innovative game play. Prior to the Wii, and with much less
furor, Nokia launched its 5500 model phone which contains
3D motion sensors. Using the Sensor API library available
for the Symbian OS, this sensor data can be used by
developers to create interesting new control schemes for
mobile games. Whilst 3D motion can be utilized for ondevice
games, in this paper we present a novel system that
connects these phones to large public game screens via
Bluetooth where it becomes a game controller for a
multiplayer game. We illustrate the potential of this system
through a multiplayer driving game using the Microsoft
XNA framework and present preliminary feedback on the
user experience from a public trial which highlights that
these controls can be both intuitive and fun.
1. Introduction
Traditionally, the console game industry has divided
potential players into two main categories: hardcore and casual gamers [1]. Of
these categories it is the hardcore gamer that the industry has targeted itself
towards as they exhibit features it wishes to exploit, such as [1] their
tendency to purchase and play many games, their ability to enjoy longer play
sessions, their ability to tolerate high levels of functionality in the user
interface, their decision to play games as a lifestyle preference or priority. The
result of the focus on this market has led to a console user demographic
dominated by young white males and arguably the genres of first person shooter
(FPS), sports and driving games [1].
However, there have been successful attempts to broaden the
console user demographic, most notably by Nintendo through its DS console and
innovative titles such as Nintendogs, WarioWare, and BrainAge, the latter of
which created huge sales amongst previously nonconsole gamers.
The success of the DS led Nintendo to develop the Wii which
has achieved phenomenal sales since its launch [2] by capturing the imagination
of users not traditionally considered part of the current console gaming market
[2]. From the perspective of both the game developer and game player, the most
innovative feature of the Wii is the “Wiimote.‘’ The Wiimote itself was one of
the primary design aspects of the Wii, and in an interview by Kenji Hall for Business
Week in November 2006, Shigeru Miyamoto describes part of Nintendo’s rationale:
“The classic
controller was something we had become fond of and gamers had become
comfortable with. It had many important elements. But it also had come to
dictate a lot of what went into games—the way graphics were made, the way battles
were fought in role-playing games, the arc of in-game stories. They were all
being made to fit one standard. Creativity was being stifled, and the range of
games was narrowing.”
Their solution was the Wiimote, a wireless
controller which is able to sense both rotational orientation and translational
acceleration along three-dimensional axes. It achieves this through the use of
inbuilt accelerometers, together with a light sensor. This light sensor is used
in conjunction with an array of light-emitting diodes centrally positioned above
or below the console’s display [3] which allows for six degrees of freedom. The
Wiimote can be augmented with additional features, one of which is the “Nunchuk,”
which features an accelerometer and a traditional analog joystick with two
trigger buttons [3]. The overall result is a game interface capable of
supporting a huge array of input possibilities that will enable new and
exciting video game experiences.
Whilst mobile phones are in their relative infancy as gaming
devices [4] compared to 7th generation consoles such as the Wii, their
ubiquity and increasingly rich feature sets means they are equally capable of
addressing the issue of widening the game player demographic [5]. Furthermore, as
ubiquitous consumer devices they are ideal for interacting with urban
computing environments and in particular large public displays [6]. Further, with
the ever expanding feature set on handsets, mobile game developers can
increasingly turn to innovative forms of user input such as RFID/NFC, cameras, microphone,
and so forth [7].
Whilst some of the aforementioned input mechanisms have been
the subject of a variety of research projects [7], the use of 2D accelerometers
on mobile devices has been the subject of few studies [8] and the potential for
using 3D accelerometers on phones appears completely unexplored [7]. This is
principally due to the fact that the first 3D accelerometers have only just
been integrated into mobile phones and these phones have yet to become
widespread. The Nokia 5500 was one of the first such equipped phones having
been targeted at sports users, utilizing the built-in motion sensors as a
pedometer and speed/distance tracker for various exercising purposes. Other
phones with motion sensors include Samsung’s SCH-S310 (claimed to be the
world’s first 3D motion sensing mobile), NTT’s N702, and more recently the
Nokia N95.
Although there is an obvious potential for innovation in
game play on mobile phones themselves, in this paper we are concerned with the potential
use of a phone as a controller for games (or indeed a variety of applications)
running on large public displays. In the following sections, we present the generic
design and implementation of such an interactive system together with issues
related to the implementation on this particular phone. Furthermore, we
highlight the potential for the general use of accelerometers on phones in a
variety of control interfaces. To illustrate the opportunities of this
interface, we highlight its operation through the development of a novel
multiplayer car racing game using an analogue control mechanism. This extends
upon our previous work [9] based on the old arcade classic Tron Light Cycles
in which a digital control scheme was employed. We then present the user
experience from participants playing the game at a public event in Budapest, before
drawing our overall conclusions.
2. Phone Controller System
Whilst there are obviously possibilities for creating
innovative interfaces using 3D motion as the input mechanism for mobile games, in
this project we explore using the phone as the games controller for multiplayer
games shown on external displays and, in particular, large public screens. Using
a large screen offers a number of benefits: it frees the games developer from
constraints of the limited graphics capabilities of the mobile screen [10], enables
a greater amount of movement to the participating players, provides a rich
social atmosphere [6] and affords an opportunity for rich social interaction [11]
in a variety of urban landscapes. However, we do acknowledge the practical
deployment of such displays is often fraught with difficulty [12].
The system developed is part of a generic framework, which
we have termed
Poppet,
In folk-magic
or witchcraft, a “Poppet’’ is a doll made to represent a person, for casting
spells on that person. The intention is that whatever are the performed actions, the doll is
transferred to the subject. These dolls are often incorrectly referred
to as Voodoo dolls.
for utilizing on-board phone sensors such as cameras, accelerometers, radio
frequency identification/near field communications (RFID)/(NFC), which can be
linked to games running on large public displays via Bluetooth as shown in
Figure 1.
Poppet system.
Although Poppet is capable of addressing a range of devices,
in the next section, we specifically describe the design challenges involved in
producing a mobile client for the Nokia 5500 together with its on-board
accelerometers. However, the game server design is sufficiently generic to
allow interaction with a wide range of phones using Bluetooth as the means of
communication.
2.1. Mobile Client Design
Accessing the 3D motion sensors requires the use of the
Symbian Sensor API which is similar in function to J2ME’s Mobile Sensor API
(JSR-256). Both of these APIs provide the potential to access a wide range of sensors such as accelerometers,
thermometers, barometers, and humidity monitors, in fact any type of sensor
designed to be incorporated in a mobile phone, or those accessible via
Bluetooth [13]. Sensors need only be supported by the API library to be usable.
The Symbian Sensor API is available from Nokia and requires the use of the Symbian
S60 3rd Edition SDK. Whilst there is support for the Symbian Sensor API on
several mobile devices, there are currently no mobile phones that include JSR-256
[13].
The general Poppet framework uses J2ME, as this is currently
the most widely deployed mobile platform. Although the sensor data is not directly accessible from J2ME, because
of the lack of JSR-256 as previously highlighted, the problem can be overcome
by using a socket connection on the mobile phone to allow access to native
services. The general solution for accessing native services from J2ME on
Symbian S60 phones is by opening a low level socket connection in a Symbian C++
application then connecting to the defined port on the loop-back address from
the J2ME application [14]. Thus the Symbian C++ application can retrieve
sensor/other data from the phone and then forward this to any J2ME applications
that may be listening. This solution has been applied in our simple mobile
client to allow J2ME applications to access the 3D sensor data.
The
connection between the game client and server is based on Bluetooth, which creates
a reasonably high bandwidth (data rates can vary between 1 Mbps
and a few Kbps depending upon the
type of transfer mode initiated) between the devices. In order to allow a
device to become discoverable by others, it is necessary to advertise at least
one Bluetooth service. In the case of Poppet, the mobile client implementation
uses the official Java Bluetooth API (JSR-82) to alleviate porting issues.
The Nokia 5500 utilizes a 6g accelerometer, that is, it can detect acceleration forces with a
magnitude of up to six times that of earth’s gravity. The accelerometer outputs
three 12-bit signed data values at a frequency of around 37 Hz. These outputs
correspond to the three phone axes (x, y, z) as shown
in Figure 2.
Nokia 5500 accelerometer
axes.
In terms of illustrating the opportunities for creating
novel interaction methods using phones with inbuilt accelerometers, it is worth
considering the following three Figures (3, 4, 5) which show the recorded
output from the sensors on the Nokia 5500 in three different scenarios. Note
that output has been expressed as acceleration forces in g for clarity.
Nokia 5500 accelerometer data (phone
at rest on a table).
Nokia 5500 accelerometer data (lateral movement of phone across the table).
Nokia 5500 accelerometer data (phone dropped).
Figure 3 shows the three accelerometer outputs when the
phone was statically placed upon a desk (representing a horizontal plane). It
can be seen that outputs x and y are approximately zero (although some
sensor noise is evident) and output z is showing a positive
1g force which
is the effect of gravity on the device. Note, although sensor noise could be
reduced by the application of a digital filter on the output values,
in this case we felt showing the raw data
was more informative. Overall,
this figure illustrates that gravity provides a means of deducing the
orientation of the phone which can then be utilized to provide a “tilt-based’’
controller.
In Figure 4, we see the accelerometer outputs resulting from
several rapid lateral movements of the phone on a desk. At the start of the
graph, we see outputs in the same state as in Figure 4 and then very large
acceleration forces on axis y produced by the movement. Note that the output rapidly alternates between positive,
then negative data values indicating the transitions from acceleration to
deceleration and vice versa.
There are some smaller residual artifacts from this movement,
seen in both x and z , which result from testing by hand
rather than using a fixed jig (as it is difficult to isolate a movement
completely under such conditions). Figure 4 depicts the potential for utilizing
“hand gestures” for the control of events within games [15] and without the
problems associated with using the camera to obtain the movement [15]. However,
gesture recognition requires careful study as the variation in how the user
holds the phone could produce anomalous outputs and there is no method of
obtaining the phone’s physical position within actual space as provided by the “sensor
bar’’ for the Wii. This is because both rotation and translational acceleration
affect the accelerometer’s output (essentially they can produce the same
internal forces on the accelerometer).
Figure 5 visualizes the output after the phone has been
dropped. The trace shows that initially the phone is held upright with the
screen held at the top with gravity acting on x. When the phone is dropped, the effect of gravity is overcome and
all three accelerometers output values approximating zero, before the phone
hits the floor with a jolt. The aim of this test was to show that the phone
could be used to measure activity of a player within a game, such as jumping or
running, whereby the phone would simply be worn rather than held and directly
controlled.
2.2. Game Server Design
Using Bluetooth on a PC requires the implementation of a
Bluetooth stack. Furthermore, different models of USB Bluetooth dongle have different
stacks that may or may not be compatible with Microsoft Windows’ Bluetooth stack.
To alleviate some of these compatibility issues, the game server was
implemented using the Franson Bluetooth SDK for C#. This SDK supports the two
most common Bluetooth stacks, the Windows stack and the WIDCOMM stack, which
should ensure that the Poppet game server can be used with most Bluetooth
devices. The basic communication architecture is shown in
Figure 6 which also illustrates
the on-phone socket communication used to transfer accelerometer data between
the native application and a J2ME application.
Phone game controller communication
architecture.
The game server performs two main tasks: it locates/connects
the Bluetooth phone controllers and it also processes the data to be used within
the game. The first requires device discovery, which looks for the previously
advertised service number on each phone controller in range of the PC. Once a phone
controller is found, the PC tries to establish a connection with it. If
connecting to the mobile is successful, both sides have all the necessary
information to send and receive data between each other. The communication is
based on streams at both ends.
The remaining task of the game server is to process the
received data. As data triplets are arriving at the PC approximately 37 times
per second which is fine in this case although, there might not be enough time
to process every triplet and maintain the operation of the game in real-time. Therefore,
if a real-time game is created, the developer has three options: they can drop
packets, interpolate missing accelerometer samples, or assume that all samples can
be processed before the next change in game state.
3. Game Implementation
Even though the project presents some interesting technical
challenges, it is principally aimed at developing a theoretical understanding
of the user’s experience in utilizing this type of tangible interface in
conjunction with a game played on a public display. This understanding will be
achieved by collecting empirical data from game prototypes played by various
groups. Our first prototype was the game we called Mobi-Tron [9] which
operated with a simple digital steering control and was tested amongst staff
and students at Lancaster University.
When questioned on how to improve the experience, a number
of players expressed a wish that the degree of tilt of the phone should
correlate to the speed of the light cycle, as the current game only allows for
changes in direction but not speed [9]. Other comments suggested incorporating
sounds which the current version lacks and one person suggested that rather
than simply turning at right angles, the full 360 degrees of movement should be
used [9]. This has been subsequently incorporated in our new game called TiltRacer
which is presented in this paper and shown in
Figure 7.
Screenshot of TiltRacer version 1.
TiltRacer utilizes the Poppet framework previously described
and the actual driving game was developed in C# using Microsoft’s XNA game
framework. The initial version of the
game was a simple figure of eight shaped track shown in the previous
figure, although
this was expanded to a more complex track, shown in
Figure 8, for the user
trial as our initial in-house feedback considered it too easy to master. The
game itself is a simple first to complete a selected number of tracks and can
be played by up to 4 players simultaneously although in the trials we limited
this to two.
TiltRacer version 2 on a large public display.
4. User Experience
In this section, we present the results of testing the
system amongst participants of the Forum Nokia Technical Days and European Mobile
Innovation Competition
The game
represented the UK entry for the innovation completion, having previously won
through the UK heat, and was the ultimate winner of the event.
held between the 6th and 8th June 2007 in Budapest, Hungary. The game was
displayed on a large screen at the evening reception for the event is shown in
Figure 8 and participants were invited to try the game out. To ascertain aspects of
the user experience as a whole we decided to adopt and ethnographic approach [16]
because of the nature of the event which combined video and still image
recording by three researchers of the 30–35
individuals who tried the game.
The general response to the interface was that it was fun,
as highlighted by some of the players’ facial reactions in
Figure 9 and that it
was also intuitive, as participants quickly gained an understanding of how
their movements affected game avatars with little or no instruction from the
research team or preceding players. Further, as is evidenced by
Figure 9, the
players were concentrating solely on the screen and not looking at the
interface which aided their immersion in the experience. Whilst this
observation is interesting in relation to research concerning the display of
public information on a large screen against private information on a small
screen it should be noted that this largely influenced by the nature of the
game-play and something like a card game would provide more interesting
analysis of this area.
Users playing TiltRacer.
The overall response to the game is probably best summed up
by Harri Lehmuskallio, a user experience specialist for Idean who was part of
the judging panel,
“The application
expands the interaction from mobile to the physical world. The game concept is
simple, but it demonstrates that casual games can be played this way in public
spaces. The fact, that TiltRacer was created, opens new possibilities for the industry
as it shows that innovating is fun and doable."
5. Conclusions
The Wii console has captured the imagination of users who previously
have not participated in console-based gaming. Whilst the particular game
genres chosen are a factor in user acceptance, it is undoubtedly its innovative
controller functionality that has proved its most attractive feature.
Whilst we are certainly not suggesting that mobile phones
could rival the Wii, the inclusion of 3D accelerometers opens up the
possibility for the same type of innovation for games running on mobile phones.
Further, they also provide users with an innovative game interface that they
already carry around as part of their everyday day lives. This could allow them
to interact in novel ways with games forming part of the environment. In
particular, the increasing presence in our cities of large public displays is making this
hybridization of virtual and real space available to the mass market and thus
brings new opportunities for games.
Although this game can be considered a fairly simple example
in terms of graphics and complexity, and there is certainly a requirement for
further study using other types of game, it does highlight that a novel
interaction mechanism coupled with a fun group activity can provide an
enjoyable social experience, with high levels of user interaction.
Acknowledgment
The authors thank Nokia for the provision of software and
hardware to the Mobile Radicals research group which were used in the
implementation of this project.
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