CARRIELYNN D. REINHARD S DEMONSTRATION OF THE NINTENDO WII

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Transcription:

Innovating Interfaces with Virtual Worlds CARRIELYNN D. REINHARD S DEMONSTRATION OF THE NINTENDO WII

Overview for Today Discussion of history of video game systems Discuss how each generation innovated on the previous Demonstration of Nintendo Wii Innovation less on game engine, more on interface Extension into virtual worlds, online, in console How people make sense of the Wii Reception of the Wii in society Difference between hardcore and casual gamers

History of Electronic Games Electronic games use digital signals to represent a game area on a display device Earliest electronic games were processed on large research computers 1952: A.S. Douglas writes the first computer game: OXO (Noughts and Crosses) 1958: Tennis for Two BUT it was NOT a digital it computer game Used analog computer, oscilloscope display http://www.youtube.com/watch?v=s2e9isqfgdg 1961: Spacewar! Designed by MIT students for new computer, distributed on primitive internet First widely available, influential computer game http://spacewar.oversigma.com/ p//p /

History of Home Console Systems 1966: The Pentagon funded a top-secret project to create a portable video game system No large research computer needed Could be moved around to train troops Working for them, Ralph Baer created Chase displayed on a standard television Helped developed light gun as interface 1968 prototype could run several different games 1972: Baer & Magnavox release the Odyssey 1st home console VG system Had 2 separate controllers,offered 12 game cartridges Recognized in 2005 for his contributions

http://www.youtube.com/watch?v=h2eisnr_cv4

7 Generations of Console Systems 1G 1972-1977 2G 1977-1981 3G 1981-1984 4G 1984-1989 8 5G 1989-1995 6G 1995-2004 7G 2005-Present

1972: 1G Systems (1972-1977) 1977) The Odyssey sold 100,000 units BUT folded d 2 years later due to lack of demand Atari releases the coin-op arcade game PONG 1975: PONG is released as a stand-alone home console http://www.corporatedump.com/oldpong.html Made $40 million that year 1975-1977: 1977: PONG copied by several other manufacturers All systems graphically unimpressive Few offered more than one game

Atari 2600 2G Systems (1977-1981) 1981) Innovating microprocessor production Lead to smaller, faster and cheaper chips Odyssey 4000 Capable of more colors and sounds 1977: The Atari VCS 2600 introduced It made over $5 billion in 5 years http://www.youtube.com/watch?v=jdx6d6o_24y Several competitors emerged Newer versions of the Odyssey y Coleco Telstar systems Mattel Intellivison Atari market dominance They had exclusive games Space Invaders Raiders of the Lost Ark http://www.youtube.com/watch?v=kowxud30hdo Telstar Arcade Intellivision

Early Innovations in Chips

3G Systems (1981-1984) 1984) 1979: Atari introduces home PC, the 400 1982: Atari uses 400 s components to make new VG console: The Atari 5200 http://www.youtube.com/watch?v=aaffb4_yr1q Mario Brothers http://www.youtube.com/watch?v=liz-yuczytc yuczytc Problems with the 5200: Not compatible with programs for 400 Low cartridge memory = inferior graphics Coin-op arcade games: more memory, better graphics The Video Game Industry Crash of 1983 Disappoint over 5200 nearly destroyed Atari In 1983, it was loosing $2 million daily Main competitor, ColecoVision, also poor sales Problem: too many consoles, few good games Atari 5200 ColecoVision

4G Systems (1984-1989) Significant reduction in technology costs Allowed for the development of home consoles to rival the arcades Cheaper RAM chips Cheaper 8-bit CPUs 1985: two 8-bit consoles introduced The Sega Master System (SMS) 1st 8-bit to market (in Japan) More reliable system of its generation http://www.youtube.com/watch?v=gafiod_bco0&f eature=related

4G Systems (1984-1989) Nintendo Entertainment System (NES) Rushed h dto market to compete with SMS http://www.youtube.com/watch?v=uhktoids1is Had multiple technical glitches Overheating, character flicker, etc. Top seller: better marketing and games But what defines better games? Content: replay value, learning curve

Turbographix-16 5G Systems (1989-1995) 1995) Technology innovation marches on Move from 8 to 16 bit technology 1989: NEC Turbographx-16 16-bit graphics card But CPU still 8-bit http://www.youtube.com/watch?v=xn_xaq5d5gy 1989: Sega Genesis 16-bit graphics & CPU Handled those 16 bits-per-operation at faster speeds (7.6 MHz) http://www.youtube.com/watch?v=zlulsybi2ay 1991: Super-Nintendo (SNES) 16-bit CPU, but slower processor speed (3.6 MHz) Still had better audio and graphics Programming more important then speed http://www.youtube.com/watch?v=xfloczj9h5k Genesis SNES

5G and CDs Game manufacturers wanted: Music-studio quality sound Full-motion video CD technology allowed for both Turbographix-16 CD 1990: Turbographx-16 CD add-on 1992: Sega CD add-on Sega CD http://www.youtube.com/watch?v=wulgtz1jvxo 1993 Panasonic 3DO All too expensive: $300+ Nintendo wanted a CD add-on for the SNES They called it the PlayStation and they contracted Sony to work on it Sony wanted 25% of all profits so Nintendo abandoned the project Sony continued development on its own 3DO

32-bit 6G Systems (1995-2004) 32+ bit processors allow for true 3D gaming environments Faster processor = better 3D realism First-Person Shooter (FPS) games become popular 1995: Sony PlayStation 1995: Sega Saturn http://www.youtube.com/watch?v=6lqhu1wcppk PlayStation N64 Saturn Dreamcast 64-bit 1996: Nintendo 64 1999: Sega Dreamcast http://www.youtube.com/watch?v=arffgdnl2f0 Game Cube PS2 128-bit 2000: Sony PlayStation 2 2001: Nintendo Game Cube 2001: Microsoft Xbox Xbox

What makes it next-gen? Graphics E.g., High processor speed and 1080p Audio E.g., Dolby 5.1 Surround Sound Online game play options E.g., play with 2-32 other people Improved controller design E.g., Wii Remote E.g., Sony Sixaxis Controller E.g., VR gloves, headsets, bodysuits, etc. Basically, anything that leads to increased immersion Higher processor speeds = more realistic content More realistic content = more immersion AND/OR More naturalistic interface = more realistic interface More realistic interface = more immersion

7G Systems (2005-Present) Often referred to as next-gen systems Classified by processor with GHz speed 2005: Microsoft Xbox 360 (3.2 GHz) 2006: Sony PS3 (3.2 GHz) 2006: Nintendo Wii (729 MHz) Thus, in 33 years, innovating processor technologies has resulted in Increased graphical photorealistic images Increased physics replicating natural laws 3D rendering of environments capabilities 3D movement in environments capabilities

1G 2G 3G 4G 5G 6G

7G

Comparison of 7G Consoles X-Box 360 Nintendo Wii PlayStation 3 First available November November 2006 November 2006 2005 Processor type Xenon (IBM) Broadway (IBM) Broadband (Sony) Processor speed 3.2 GHz 729 MHz 3.2 GHz Graphics Xenos (ATI) Hollywood (ATI) NVIDIA (Sony) processor Graphics speed 500 MHz 243 MHz 550 MHz Built-in Ethernet 802.11g 3x Ethernet networking Video HDTV 1080i EDTV 480i HDTV 1080i Media DVD, CD DVD-ROM, Blu-Ray, DVD, mini-dv, SD CD Flash

Why Wii Wins Out Compared to Xbox 360 & PS3, Wii has least Processing speed Graphics speed Built-in network speed High definition graphics resolution HOWEVER Across the world, # units sold (as of 31/12/08) PS 3 21,3 million X-360 28,5 million Wii 45 million Christmas 2008 sales in the US, year-to-date Xbox 360: 180,000 increase Wii: 800,000 increase PlayStation 3: 71,600 decrease If reception just measured financially, Wii wins out Even in Europe

Sales figures from 2008, posted to Gamasutra on 6/11/08 If realistic virtual worlds is main draw for gaming, Wii should lose But immersion also requires realistic interfaces...

Innovating Interfaces

How Basic Wii Interface Works Basic inertial navigation system Combination of gyroscopes and accelerometers Used to detect motion of remote compared to stable position Gyroscopes Precession: how spinning i object moves about its axis http://static.howstuffworks.com/mpeg/gyro.mpg Solid-state accelerometers Measures acceleration as vibrations, changes in motion Three accelerometers sense three dimensions of movement Senses when/how remote moved Tilting and rotating ti Accelerating and decelerating Accurate and natural user interface Bluetooth th wireless interface, up to four remotes at once

Demonstrations Remote Control & Nunchuk Promotes naturalistic interface by sensing body movements Can be inserted into various accessories to provide more naturalistic interfacing Contains standard buttons on both devices Controls gameplay via either separately or in combination Wii Sports Wii Music Star Wars The Clone Wars

Demonstrations Balance Board Initially released with Wii Fit, more games released since that utilizes Four panels sense weight distribution Utilizes natural body movements Pressure from feet, body and hands Can be combined with other interfaces Wii Fit Wii Music

As Gateway to Virtual Worlds If stick to defintion requires 3D virtual renderings of spaces/places in which people interact with one another via avatars Several Wii games allow playing with people via internet connection, WiiConnect Super Smash Brother s Brawl Mario Kart Wii Can even create, upload, share, download Various online activities accessible through Wii s Menu, start up page Create & share Miis, or avatars, at Check Mii Out Channel Create, share & use fighting arenas for Brawl

Reception: Society Making-Sense Overall public response positive News discussion higher on positive benefits: naturalized, physical interface Focus on how not just young men playing http://www.youtube.com/watch?v=sge9-ctinam Some discussion of when the positives become negatives Wiiitis http://www.youtube.com/watch?v=rwb-myfeay8 Use for physical rehabilitation, or wiihabilitation http://www.youtube.com/watch?v=spptlqkjld8

Reception: Gamers Making-Sense Hardcore gamers Typically spend more time, money on gaming Traditionally considered as identity for gamers, central to gaming community Casual gamers Need games to fit into busy schedules Seen recent upsurge in games directed toward them In consoles such as Wii and online social gaming and puzzle games Has created some animosity in marketplace Hardcore gamers feeling ignored, identity threatened Witnessing expansion of marketplace, with niches being formed to be serviced by specialized technologies Wii for casual gamers, Xbox 360 & PlayStation 3 for hardcore See similar breakdowns occurring in online virtual worlds

Conclusions / Hypotheses Conclusion: Nearly 50 years of innovations in video game consoles focused on processors & interface technologies Technology influences game design influences gameplay Technology: game s appearance and/or game s interface How realistic the game s content t looks, sounds, feels How realistic, natural the gameplay proceeds Hypothesis: Casual gamers (majority of population) more attracted to digital games by interface innovations Appearance secondary consideration More important is ease of use Shorter learning curve because of naturalized interface Makes more sense in how appropriate into everyday lives if learning curve to play games is reduced

Conclusions / Hypotheses Hypothesis: Desire of casual gamers translates into other digital i media experiences Majority want others to design for them to use to be consumer more than producer Do not want to learn complicated interface technologies, i.e. designing skills, programming skils BUT do want some level of control over content, engaging Facebook applications Web 2.0 co-optation sites Customization, personalization in social gaming / hybrid worlds Conclusion: Innovations currently focus on how to expand the technology s marketplace Adjustments to technology rather than creation of new technology Fixing the design/programming g g to make more user-friendly

Question: What is the next wholly new technological innovation? What is next step in communication technology akin to going from book to film to television to digital game to virtual world? Holography? Cybernetic telepathy? th Quantum teleportation? Physical avatars? http://www.chooseyoursurrogate.com