Gfh 2009 Slides Ppt
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Transcript of Gfh 2009 Slides Ppt
![Page 1: Gfh 2009 Slides Ppt](https://reader035.fdocuments.net/reader035/viewer/2022062313/5588fc5cd8b42a4f1a8b46b6/html5/thumbnails/1.jpg)
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Games Matt is Playing
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Active Game Development Process
• Identify Health Goal / GoalsExerciseBehavior ChangeEducational
• Identify Audience• Identify Game Goals• Select Delivery Platform
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Health Goals• Exercise
• Behavior Change• Educational
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Identify your Audience
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Identify the Game Goals
• Fun• Type of game play• Fun• Type of Movements• Fun• Challenge worth time invested, Social,
Networked• Fun
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PC Platform• Open System• Low Distribution Barriers• Expensive• Not in most players family rooms.
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Console Platform• Difficult to become developer• Submission restrictions• In the family room• Portable
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Develop Initial Design
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Need a map to find the fun?
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What’s missing from this Fishing Game?
• Huge Auto Loading Lake System• Boat Driving• Weather System• Customizable Boats / Players• Sports Announcer Commentary• Morning, Day, Night system
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Active Play Motions
• Core Movements• Duration• Control Feedback
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Review and Refine
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Apply Movements
• Develop the game prototype.
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Work With Health Experts
• Physical Therapists• Nutritionists• Doctors• Nurses• Adminstrative• Target Audience
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Constant Measure
• Does the health goal interfere with the game?
• Does the game get in the way of the health goal?
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Prototype #1: ExerVenture Soccer Blast
• Soccer style game• Controlled by
DDR pad• Two control
methods– Standard game
pad– Run & jump capture
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DDR Run & Jump Controls
• Original intent of project• Excellent for exercise– Up to 100+ steps per minute
• Design controls around DDR pad layout– Captures run, turn & jump actions• Walk/jog/run uses either pair of front buttons• Turning uses front + side buttons• Spin blast uses jump on corner buttons
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Soccer Blast Demo
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ExerVenture Soccer Blast: What We've Learned
• Can create fun games using DDR pad• Tune down difficulty for pad• 15-30 minute learning curve
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Prototype #2: Karate Bears
• Karate move game• Controlled by
Wii Remote& Nunchuck– No joystick, buttons,
or pointer control– Only accelerometer data
• Two types of action
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Gesture Actions
• Common in Wii games (waggle)• Used for strike and kick moves• Five actions in Karate Bears– Four slices + forward thrust– Five one-hand actions (right and left)– Up to 25 combo gestures possible
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Gesture Actions (Continued)
• Limitations– Controller frame of reference– Small wrist motions vs. ideal motions
• Mapping onto karate moves– Good for hand strikes– Arbitrary for kicks
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Pose Actions
• Less common in Wii games• Used for blocking moves in Karate Bears• Detect direction of gravity + acceleration• Pose defined by gravity direction vector– Angle tolerance determines nearest match• Could adjust for player skill level
• Always uses both hands in combination
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Pose Actions (Continued)
• Limitations– Only works well when controller not moving• Could be fixed with Wii Motion Plus
– Difficult to teach correct poses– Can achieve pose with only wrist motions
• Mapping of poses to karate blocks– Good for hand orientation– No way to track foot stance
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Karate Bears: What We've Learned
• Need multiple methods to demonstrate correct motions– Wooden avatar– Animated 3D controllers– Tutorial and practice modes
• Show players full body moves– Most players have more fun using whole body,
even if they know they don’t need to
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