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Multiuser Virtual Gaming with Assisted Feedback Mechanisms

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Title: Multiuser Virtual Gaming with Assisted Feedback Mechanisms


1
Multi-user Virtual Gaming with Assisted Feedback
Mechanisms
CAD/Graphics2001, August 22-24, Kunming
Hanqiu Sun1, K.M. Leung1, W.C. Wang2 and K.Y.
Sit1 1Department of Computer Science and
Engineering, The Chinese University of Hong
Kong 2Institute of Software, Academia Sinica,
Beijing
  • Presenter Dr. Hanqiu Sun

2
Outline
  • 1.Introduction
  • 2.Multi-user Virtual Ping-Pong System
  • Client-Server framework
  • Networked programming environment
  • Multi-user virtual ping-pong server
  • Multi-user virtual ping-pong client
  • Assisted performance with feedback mechanisms
  • 3.Conclusion

3
1.Introduction
  • 3D multiplayer games are popular
  • No game developer use VRML
  • Few systems evaluate feedback mechanisms on VRML
  • This paper
  • multiplayer virtual gaming on VRML and Java
  • evaluate feedback mechanisms

4
1.Introduction
  • Have to utilize VRML control and Java language
  • VRML does not have network capability
  • Java enables network access
  • Multi-user virtual ping-pong system
  • coordinating user interactions
  • dynamic gaming behavior
  • real-time scene display
  • multi-user gaming on Internet
  • evaluating multi-sensory feedback mechanisms

5
2.1 Client-Server framework
6
2.1 Client-Server framework
  • Ping-pong server
  • creation and deletion of players
  • send all events to all related clients
  • manage game logic
  • ensure game status consistency
  • Ping-pong clients
  • GUI for players to interact
  • game scene managed by VRML
  • control panel by Java - communicate through
    messages, create and join game

7
2.1 Client-Server framework
8
2.2 Networked Environment
  • Build serve and client by Java 2 SDK
  • most web browsers support Java version 1.1 only
  • Java 2 new features RMI callback, Swing cannot
    be used
  • Ping-Pong client
  • Forte in constructing user interface
  • access objects in VRML scene through External
    Authoring Interface (EAI)

9
2.2 Networked Environment
  • Ping-Pong server
  • due to the universality of Java, further
    development is independent of OS
  • Current system developed on
  • broadband internet
  • 100Mbit Ethernet

10
2.3 Virtual Ping-Pong server
  • Basic functions performed similar to typical
    network applications
  • continuously listens to server socket
  • when connection request received, create socket
    and a thread to handle incoming network
    connections
  • The rest of server composed of
  • ping-pong players manager
  • ping-pong table manager
  • ping-pong ball manager

11
2.3 Virtual Ping-Pong server
  • Ping-Pong players manager
  • name, connection ID, table, bat ID
  • holds all online players information
  • as a critical section since multiple players may
    update at the same time
  • connection ID indicates its role in game player
    or spectator
  • handles 2 kinds of player remote and computer
    players

12
2.3 Virtual Ping-Pong server
  • For remote players,
  • receive bat status (position, orientation) from
    them
  • store and replicate the packets, then send to
    other players and spectators
  • redirect messages between players
  • For computer players,
  • continuously traces the ball according to its
    bats position, the balls position and its speed

13
2.3 Virtual Ping-Pong server
  • Ping-Pong table manager
  • keep track of the number and current status of
    opened Ping-pong games
  • e.g. which players are on a table
  • can support at most 20 games simultaneously

14
2.3 Virtual Ping-Pong server
  • Ping-Pong ball manager
  • calculate the balls new position
  • check if player hits the ball
  • change ball direction after a hit
  • evaluate game result
  • stop the ball if it is out of table or it hits
    table more than once on the same side
  • dispatch its position and game score to all
    players

15
2.4 Virtual Ping-Pong client
  • Bat rotation
  • controlled by joystick
  • After the ball is hit by a bat (collision),
  • its speed is proportional to bat angle and the
    coming speed of the ball
  • its direction depends on the rotated angle of the
    bat

16
2.4 Virtual Ping-Pong client
17
2.4 Virtual Ping-Pong client
  • Update scoreboard
  • interface to VRML browser for scene display
  • communicate with server
  • capture joystick information

18
2.5 Feedback Mechanisms
  • Most previous investigation targets static scenes
  • Little work done on dynamic environment like this
  • 3 major feedback mechanisms can be adopted
  • visual feedback
  • audio feedback
  • force/tactile feedback

19
2.5 Feedback Mechanisms
  • Within the context of Ping-pong system
  • Visual and audio feedback are tested for gaming
    performance
  • they are directly supported by VRML standard

20
2.5 Feedback Mechanisms
  • Visual Feedback
  • includes following factors
  • field of view
  • graphics refresh rate
  • convergence angle
  • image spatial resolution
  • depth perception
  • color discrimination
  • lighting level

21
2.5 Feedback Mechanisms
  • Visual Feedback (contd)
  • 3 factors are considered
  • Color discrimination
  • ball is green in color
  • a cold color to make the ball size appear smaller
  • make the game more difficult to play

22
2.5 Feedback Mechanisms
  • Visual Feedback (contd)
  • Lighting Level
  • light up the environment by directional light
  • shows less specular effect
  • Depth perception
  • project ball shadow on the table
  • a red cross centered at the ball as a 3D cue
  • can be switched on/off

23
2.5 Feedback Mechanisms
  • Audio Feedback
  • Passive audio feedback
  • reinforce the realism of simulation
  • arise user awareness of a change in scene
  • sound of winning and losing point in game
  • clapping hand and exclamation sound when the
    player wins or loses a point

They are passive because the boards have present
enough game informatione
24
2.5 Feedback Mechanisms
  • Audio Feedback (contd)
  • Active audio feedback
  • sound generated by some equipment
  • a ping sound when a player strikes the ball by
    a bat (equipment)
  • another ping sound when the ball hits the table

25
2.5 Feedback Mechanisms
  • Audio Feedback (contd)
  • Enhanced audio feedback
  • sound that is dynamically changed according to
    the virtual world context
  • an interval beep sound produced virtually from
    the ball
  • player can distinguish how far and position
    (left/right) of the ball
  • useful in depth perception

Also can be switched on/off
26
2.5 Feedback Mechanisms
  • Experiments
  • to investigate the usefulness of visual and audio
    feedbacks in players performance in the game
  • 20 undergraduate students invited
  • each one plays the simplified version of the game
    in a particular setting

27
2.5 Feedback Mechanisms
  • Experiments (contd)
  • participants are randomly divided into 4 group,
    corresponds to 4 game settings
  • Neutral test no additional visual or audio
    feedback provided
  • Visual test only visual feedback
  • Audio test only audio feedback
  • Integrated test both feedbacks are provided

28
2.5 Feedback Mechanisms
  • Experiments (contd)
  • Evaluation index participants hit rate
  • the number of times a user successfully hits the
    ball over the number of times a user has a chance
    to hit the ball

29
2.5 Feedback Mechanisms
30
2.5 Feedback Mechanisms
31
2.5 Feedback Mechanisms
32
2.5 Feedback Mechanisms
33
2.5 Feedback Mechanisms
34
2.5 Feedback Mechanisms
  • Facts observed from results
  • users perform better with the aid of audio
    feedback
  • active and enhanced feedback determine and
    predict ball position, concentrate more on the
    game
  • passive feedback make users more willing to win
    the game

35
2.5 Feedback Mechanisms
  • Additional visual feedback introduces negative
    feedback on performance
  • give more information on ball position but
    increase scene complexity at the same time
  • users have to process a more complex scene in a
    short time
  • fail to predict the moving ball position before
    it arrives

36
3.Conclusion
  • Developed a multi-player virtual gaming system
    using standard VRML and Java
  • supports the virtual construction of multi-user
    Ping-pong game
  • dynamic behavior of gaming
  • incorporation of feedback mechanism in assisting
    task performance

37
3.Conclusion
  • Conducted sets of experiments
  • measure the effectiveness of visual and auditory
    feedback mechanisms in interactive task
    performance
  • additional audio feedback introduces improvement
    in game playing
  • additional visual feedback incurs negative effect
  • important guidance for designing effective
    web-based VR gaming systems
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