Group 4 - Lane Department of Computer Science and Electrical

Transcription

Group 4 - Lane Department of Computer Science and Electrical
Lane Department of Computer Science and
Electrical Engineering
Design Proposal
Final Draft
Centennial Eagle
Group 4
12/4/13
Table Of Contents
1.0 Introduction.......................................................................................................................3
2.0 Extended Problem Statement..........................................................................................4
3.0 Requirements Specification.............................................................................................5
4.0 System Design..................................................................................................................6
5.0 Testing..............................................................................................................................19
6.0 Project Management Plan...............................................................................................29
7.0 References........................................................................................................................36
Appendices.............................................................................................................................37
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1.0 Introduction
The purpose of this project will be to design and implement a high quality, low-cost, virtual
reality (VR) environment and accompanying game. The group members consist of six computer and
electrical engineering majors – this project will be comprehensive and utilize nearly every skill learned
thus far. There are two main design phases associated with this project: 1.) Creating the VR
environment and 2.) creating the game itself.
The VR environment will provide sounds, visuals, and motion, and will incorporate the Oculus
Rift, a lightweight next-generation 3D gaming headset. The Oculus Rift features high definition
binocular vision and can track head movement and position in real time. At only 379 grams (about 4/5
of a pound), the Oculus Rift promises superior immersion when compared to previous VR
technologies. Since the Oculus Rift uses two small, high-definition screens, the user will be treated to
a three-dimensional gaming experience To further aid in immersion, an arcade “box” using the AceSim
JoyRider will be utilized. The arcade box will provide sensory input by moving the player's chair in realtime as the game progresses.
The game itself will be designed to take advantage of the Oculus Rift and should provide great
visuals. The famed Unreal Engine 3 will be used to create the game and is known to have great
graphics and physics. Unreal Engine 3 is also one of the few game engines on the market that
officially provide support for the Oculus Rift. The Unreal Engine is viable and proven – revenue
produced by video games created using the Unreal Engine is measured in the billions. To take
advantage of the JoyRider and the great visuals provided by the Unreal Engine, a space flyer game
will be developed. The player will zoom through the solar system and navigate the asteroid belt. The
game should provide a new, unique, and exciting experience to the gamer.
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2.0 Extended Problem Statement
Virtual Reality (VR) is best described as “a medium that can blur the lines between computer
generated worlds and reality using computer software and hardware such as head mounted displays
(HMD), data gloves, and trackers”. The VR entertainment options for modern gamers are very limited.
The only way a gamer can get their hands on the technology for an immersive VR experience is
through old arcade games. Many of these old VR arcade games failed to immerse the user, although it
wasn't because of a lack of effort. These older games attempted to simulate reality by making the user
wear large clunky headsets attached by a metal rod to the arcade cabinet, or by placing screens
inside of an enclosed box. These attempts at VR are antiques when compared to newer technology
like the Oculus Rift.
Microsoft and Nintendo are trying to find alternate control systems for games, like the Kinect
and Wii control systems, but those mechanics are not what VR enthusiasts are looking for. As said by
Id Software's John Carmack "immersive virtual reality is a far more powerful I/O device than all the
little things you do with your hands in front of a TV screen".
Arcade owners will find that our arcade system will attract new customers. Their old VR arcade
games will not hold up to the updated VR technology provided by Oculus in the form of the Rift.
Gamers that want their own systems will also be able to purchase the system. We will sell our
Joyrider/Oculus Rift system with our custom API and drivers to companies that wish to use our system
to inexpensively simulate flight environments. Our arcade cabinet will take advantage of the VR ability
of the Oculus Rift and the movement simulation abilities of the Acesim Joyrider to satisfy the needs of
the casual gamer, the arcade owner, and companies looking to create their own experiences in the
system.
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3.0 Requirements Specification
3.1 Functional Requirements
The game will need to meet a number of general, yet important specifications. First, since the game is
the central component of this project, it will have to be very high quality with appealing graphics and
fun controls. It must also be free of glitches to ensure that the experience remains consistent. The
Acesim system also will have to meet standards by being safe and able to support the users without
any failings.
3.2 Engineering Requirements
The game will be built using the Unreal Engine, so all of its advantages and limitations will have to be
factored in. The Acesim system will also be designed to be cheap, light, and durable to be able to
accommodate a variety of users without malfunction.
3.3 Marketing Requirements
Marketing will be extremely important to show that this system has lots to differentiate it from other
game experiences on the market. The components used all contribute to a unique experience.
Cheapness is also a factor and the cost of materials must be low to encourage buyers to try it out.
3.4 Mapping of Marketing Requirements to Engineering Requirements
Since the Acesim system must be stable and sturdy, research and materials must be invested to
ensure its quality, but the materials cannot be too expensive lest they drive the cost up. The remaining
focus of the marketing will be to show how the game is fun and unique, so the construction of the
game must also show this.
3.5 Competitive Benchmarks
The main competition for this system will come from arcades and other gaming devices such as
consoles. The game will have to match these other offerings in quality and cost. It must be fun and
replayable and cost enough where arcades will be encouraged to present it in their stores.
3.6 Various Applicable Constraints and Standards
There are no standards to be applied, but there are constraints on the design. The Acesim system
must be built to allow for many weights and motions. The game itself is also confined to the Unreal
engine and the capabilities of the Oculus Rift.
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4.0 System Design
4.1 Arcade Box Design
The arcade system has been designed to give the user the most real experience possible by
incorporating the AceSim simulation seat to mimic movement and using the Oculus Rift to allow the
user to see everything in a first person virtual reality environment. In addition to the AceSim, we are
adding two electrical actuators to tilt the seat on the X and Y axis, making it feel like the user is in the
game. This will include using an Arduino to control the actuators, which will move when certain events
happen in the game and with joystick movement. The Arduino will therefore be connected to the
computer along with the Oculus Rift to receive these signals. The Oculus Rift will allow the user full
360 degree head movement and vision in the game, making the user think they are in the game. The
computer will be producing the video game display using the Unreal gaming engine. The Unreal
gaming engine will emit great graphics and superior effects that will engulf the user in the game as it
will make everything feel more real.
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4.2 Circuit Diagram
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4.3 Waterfall Diagram
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4.4 Context Diagrams
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4.5 State Diagram
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4.6 Use Cases
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4.7 Class Diagram
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4.8 Sequence Diagram
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4.9 System Functions
Name of Function: Move Joystick
Class: Joystick
Description: Allows user to send movement data to game
Inputs: User movement on stick of joystick
Source of Input: User
Outputs: Signal to game
Destination of Output: Game
Processing: Game will process movement
Requirements: N/A
Pre-condition: Must be directed toward valid area of movement
Post-condition: Vehicle in game will move in direction, actuators will move to proper position
Side effects: Game object in the way, Actuators moved to max
Responses to Abnormal Behavior: Check input signal
Stability: Moves in x, y, and z axis
Necessity: Mandatory as input
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Name of Function: Change Throttle
Class: Joystick
Description: Changes speed of vehicle in game
Inputs: User movement on throttle on joystick
Source of Input: User
Outputs: Signal to game
Destination of Output: Game
Processing: Game will change speed
Requirements: Change in throttle
Pre-condition: User is not already at maximum or minimum speed
Post-condition: Vehicle in game will gain or reduce speed
Side effects: Speed does not change
Responses to Abnormal Behavior: Check signal to game
Stability: Moves in somewhat circular motion forward or backward
Necessity: Mandatory
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Name of Function: Push Button
Class: Joystick
Description: Requests action in game (ex. Shooting)
Inputs: User pushed a button on joystick
Source of Input: User
Outputs: Signal to game
Destination of Output: Game
Processing: Game will do action
Requirements: Button pushed
Pre-condition: User is not pushing too many buttons, button is mapped to action
Post-condition: Action connected to button will take place
Side effects: Action in game
Responses to Abnormal Behavior: Check signal to game
Stability: Able to be slightly pushed in
Necessity: Mandatory
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Name of Function: Move Head
Class: Oculus Rift
Description: Changes perspective of game
Inputs: User movement of head
Source of Input: User
Outputs: Signal to change perspective of video to game
Destination of Output: Oculus Rift
Processing: Game will send augmented vision
Requirements: Head has moved
Pre-condition: Rift is not reading movement of seat movement
Post-condition: Video sent to Oculus Rift is changed
Side effects: Wrong movement, no movement
Responses to Abnormal Behavior: Check signal to game, check movement of seat
Stability: Stable
Necessity: Mandatory
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Name of Function: Move Actuator
Class: Arduino
Description: Changes position of actuator
Inputs: Game/Joystick signal
Source of Input: Game/Joystick
Outputs: Signal to actuator
Destination of Output: Actuator
Processing: Seat will change position
Requirements: Change in game position in x or y axis
Pre-condition: User is being moved by game in some way
Post-condition: Seat moves position
Side effects: Seat does not move correctly
Responses to Abnormal Behavior: Check signal to Arduino/actuator
Stability: Moves up and down
Necessity: Mandatory
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5.0 Testing
5.1 Component Testing
5.1.1 Centennial Eagle Game
5.1.1.1 Game Start
Goal
Valid
Input
Player starts game
Expected Outcome
The game should start
5.1.1.2 Game End
Goal
Input
Expected Outcome
Valid
Player exits asteroid field
Success message displayed
and game returns to start
screen
Invalid
Player is destroyed
Success message displayed
5.1.1.3 Game Over
Goal
Input
• Player hits an asteroid
• Player is destroyed by
earth forces
Valid
Invalid
Player exits asteroid field
Expected Outcome
Game Over message
displayed and game return to
start screen
Game Over message
displayed
5.1.1.4 Game Pause
Goal
Input
Expected Outcome
Valid
Pause command
The game pauses
Invalid
Pause command
Game ends or restarts
5.1.1.5 Game Resume
Goal
Valid
Input
Second pause command
Expected Outcome
The game resumes
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Invalid
Second pause command
Nothing happens
Invalid
Second pause command
Game restarts or ends
5.1.1.6 Video Output
Goal
Valid
Input
Expected Outcome
Game is displayed on the
Oculus Rift
N/A
5.1.1.7 Sound Output
Goal
Valid
Input
Expected Outcome
Sound it outputted to the
headphones
N/A
5.1.1.8 Pitch Up
Goal
Input
Expected Outcome
Valid
Pitch up
The pitch of the ship goes up
and the video is changed to
match the ships movement
Invalid
Pitch Up
Any other movement or no
movement at all
5.1.1.9 Pitch Down
Goal
Input
Expected Outcome
Valid
Pitch down
The pitch of the ship goes
down and the video is changed
to match the ships movement
Invalid
Pitch down
Any other movement or no
movement at all
5.1.1.10 Roll Right
Goal
Input
Expected Outcome
Valid
Roll right
The ship rolls right and the
video is changed to match the
ships movement
Invalid
Roll right
Any other movement or no
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movement at all
5.1.1.11 Roll Left
Goal
Input
Expected Outcome
Valid
Roll left
The ship rolls left and the
video is changed to match the
ships movement
Invalid
Roll left
Any other movement or no
movement at all
5.1.1.12 Yaw Right
Goal
Input
Expected Outcome
Valid
Yaw right
The ship yaws to the right and
the video is changed to match
the ships movement
Invalid
Yaw right
Any other movement or no
movement at all
5.1.1.13 Yaw Left
Goal
Input
Expected Outcome
Valid
Pitch up
The ship yaws to the left and
the video is changed to match
the ships movement
Invalid
Pitch Up
Any other movement or no
movement at all
5.1.1.14 Increase Throttle
Goal
Input
Expected Outcome
Valid
Throttle is increased
The ships speed increases
Valid
Throttle is increased
Throttle is at full and ship does
not increase
Throttle is increased
The ship slows down or does
not increase and is not a full
throttle
Invalid
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5.1.1.15 Decrease Throttle
Goal
Input
Expected Outcome
Valid
Throttle is decreased
The ships speed decreased
Valid
Throttle is decreased
Throttle is at bottom and ship
does not decrease
Throttle is decreased
The ship speeds up or does
not decrease and is not a
bottom of the throttle
Invalid
5.1.1.16 Fire Blasters
Goal
Input
Expected Outcome
Valid
Fire blasters
The ship fires its blasters
Invalid
Fire blasters
It doesn’t fire its blasters
5.1.2 AceSim Joyrider
5.1.2.1 Tilt Up
Goal
Input
Expected Outcome
Valid
Tilt up
Increase tilt sent to correct
actuator
Valid
Tilt up
Nothing happens and is at max
tilt
Invalid
Tilt up
Wrong actuator is increased
Invalid
Tilt up
Nothing happens and is not at
max tilt
5.1.2.2 Tilt Down
Goal
Input
Expected Outcome
Valid
Tilt down
decrease tilt sent to correct
actuator
Valid
Tilt down
Nothing happens and is at min
tilt
Invalid
Tilt down
Wrong actuator is decreased
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Invalid
Nothing happens and is not at
min tilt
Tilt down
5.1.2.3 Tilt Right
Goal
Input
Expected Outcome
Valid
Tilt up
Increase tilt sent to correct
actuator
Valid
Tilt up
Nothing happens and is at max
tilt
Invalid
Tilt up
Wrong actuator is increased
Invalid
Tilt up
Nothing happens and is not at
max tilt
5.1.2.4 Tilt Left
Goal
Input
Expected Outcome
Valid
Tilt down
decrease tilt sent to correct
actuator
Valid
Tilt down
Nothing happens and is at min
tilt
Invalid
Tilt down
Wrong actuator is decreased
Invalid
Tilt down
Nothing happens and is not at
min tilt
5.1.2.5 Neutral Position
Goal
Input
Expected Outcome
Valid
Neutral position
All actuators adjusted to
neutral position
Valid
Neutral position
Nothing happens and is at
neutral position
Invalid
Neutral position
Nothing happens and is not at
neutral position
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5.2 Integration Tests
5.2.1 Oculus Rift
5.2.1.1 Head Tracking
Test Case ID
Test Case Description
Test Oculus Rift head
Tracking
C01
Input
Head movements
Expected Outcome
The position of the
Oculus rift will be sent to
the game for processing
5.2.1.2 Video Display
Test Case ID
C02
Test Case Description
Test Oculus Rift display
Input
Expected Outcome
Game is displayed to
Oculus Rift
N/A
5.2.2 AceSim Joyrider
5.2.2.1 Neutral Position
Test Case ID
Test Case Description
Set a starting position
for the joyrider
C03
Input
Neutral position
Expected Outcome
All axis of the joyrider will
be parallel with the
ground
5.2.2.2 Tilt Up
Test Case ID
C04
Test Case Description
Tilt joyrider up
Input
Expected Outcome
The joyriders pitch will
increase
Tilt up
5.2.2.2 Tilt Down
Test Case ID
C05
Test Case Description
Tilt joyrider down
Input
Tilt down
Expected Outcome
The joyriders pitch will
decrease
5.2.2.2 Tilt Right
Test Case ID
C06
Test Case Description
Tilt joyrider up
Input
Tilt right
Expected Outcome
The joyrider will tilt to the
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right
5.2.2.2 Tilt Left
Test Case ID
C07
Test Case Description
Tilt joyrider up
Input
Expected Outcome
The joyriders will pitch to
the left
Tilt left
5.2.3 Surround Sound Headphones
5.2.3.1 Sound Test
Test Case ID
C08
Test Case Description
Test headphones
Input
Expected Outcome
The headphones will
output the sound from the
game
Sound
5.2.4 Joystick
5.2.4.1 Tilt
Test Case ID
C09
Test Case Description
Test axis tilt on joystick
Input
Expected Outcome
Axis tilt data sent to the
game for processing
Joystick
5.2.4.2 Yaw
Test Case ID
C10
Test Case Description
Test yaw twist on
joystick
Input
Expected Outcome
Yaw data sent to the
game for processing
Joystick
5.2.4.3 Trigger Fire
Test Case ID
C11
Test Case Description
Test trigger on joystick
Input
Expected Outcome
Trigger fire sent to game
for processing
Joystick
5.2.4.4 Throttle Adjust
Test Case ID
C12
Test Case Description
Test joystick throttle
Input
Joystick
Expected Outcome
Throttle position sent to
game for processing
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5.3 Acceptance Tests
5.3.1 Oculus Rift
5.3.1.1 Head Tracking
Test Case
Valid Attempt
Input
Change in head
position
Expected Output
Game head position
changes
Expected Action
New head position
rendered to Oculus Rift
Display
5.3.2 Joystick
5.3.2.1 Joystick Tilt
Test Case
Valid Attempt
Input
Valid range of positions
of the Joystick
Expected Output
Ship in game adjusts
to joystick position,
ship data sent to
joyrider
Expected Action
New ship position
displayed on Oculus Rift
and Joyrider changes tilt
to match the ship in game
5.3.2.2 Joystick Yaw
Test Case
Valid Attempt
Input
Change in yaw on
joystick
Expected Output
Ship in game adjusts
yaw
Expected Action
New ship position
displayed on Oculus Rift
5.3.2.3 Trigger Fire
Test Case
Input
Expected Output
Expected Action
Valid Attempt
Pull the trigger on the
joystick
Ship in game fires
blasters
Animation of blaster firing
sent to Rift and sound
effect is sent to the
headset
Invalid Attempt
Push a different button
on the joystick
N/A
N/A
5.3.2.4 Throttle Change
Test Case
Input
Expected Output
Expected Action
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Valid Attempt
Change positions on
the throttle
Ship in game speeds
up, slows down, or
does nothing.
New speed output on rift
and engine sound effects
sent to headphones
5.4 Failure Mode Analysis
Activity
No input from
joystick
No head
tracking
No sound
No tilt
No tilt
No video
Failure Mode
Effect(s)
Cause(s)
Recommended Actions
Game will attempt to correct
itself if code based. Check
connections or change Usb
ports. Replace controller.
Controller
Flight input to
game fails
Unexpected
bug in code,
bad usb port
Head Tracking
Head tracking
will cease and
gameplay will
continue
Unexpected
software error,
bad usb port,
hardware
error
Game will attempt to correct
itself if code based. Check
connectors to Oculus rift. If
hardware based Oculus rift
will attempt to correct itself
Sound
There will be no
sound and
gameplay will
continue
Unexpected
software error,
bad usb port,
hardware
error
Game will attempt to correct
itself if code based. Check
connections or change Usb
ports. Replace headphones.
Actuator
Control
The joyrider will
be locked in
place and
gameplay will
continue.
Unexpected
software error,
bad usb port,
hardware
error
The actuator control will
attempt to correct itself.
Reset control if necessary.
Change usb ports. Check all
connections on arduino.
Actuator
The joyrider will
be locked in
place and
gameplay will
continue.
Failure in
actuator
Check connections on
actuator. Replace actuator if
needed.
Video
Gameplay will
continue but
video will not be
displayed
Loose video
connection,
bad cable,
hardware
error
Check all video
connections. Replace bad
cables if needed. Replace
headset if needed.
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5.5 System Recovery
5.6.1 Centennial Eagle Game
In the event an error occurs in the game with control, video output, or sound; the Unreal Engine 3 will
utilize its own built in error recovery modes to resume gameplay as quickly as possible. In the event of
a critical error the game will terminate with an error message stating that a critical error has been
detected and the game has been terminated.
5.6.2 Oculus Rift Headset
In the event that the Oculus Rift head tracking encounters an error that is hardware based the Oculus
rift firmware will take over to correct and resume gameplay as quickly as possible. In the event that it
cannot then the screen will freeze and the headset will require restarting via a hardware button on the
Oculus rift control box.
5.6.3 AceSim Joyrider
In the event of a position error with the AceSim Joyrider, the system will pause until a data connection
can be made to the AceSim control module where it will then readjust it position to the current in game
position. This also covers the event of a minor actuator malfunction. During this time gameplay will not
be interrupted.
In the event of a critical data error where positional data is no longer being sent by the game,
the AceSim will return to its neutral starting position and the control module will be shutoff. Gameplay
will not be interrupted.
In the event of an actuator error that is not recoverable, the AceSim will attempt to return to its
neutral starting position and will disconnect the main control module from the game and shutting down.
Before shutting down an error message will be sent to the game and gameplay will stop showing the
correct error message. This is to facilitate safety in the event that it is at a major axial tilt so that the
user can exit the AceSim and the offending actuator can be fixed or replaced.
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6.0 Project Management Plan
6.1 Work Breakdown Structure
Activity
Name
Description
Build AceSim JoyRider
Have a prototype
version of the AceSim
JoyRider built for
testing
2
Test AceSim JoyRider
See if all components
is working properly, if
not, fix the problem,
and redo testing
Edwards, McCoy,
Hamric, Newcomer,
Hartley, Esker
3
Build Alpha version of
game
Have initial game idea
built to test for bugs
Edwards, McCoy,
Hamric, Newcomer,
Hartley, Esker
4
Test Alpha version of
game
Check Alpha version
for bugs
Edwards,McCoy,
Hamric, Newcomer,
Hartley,Esker
5
Initial integration of
Oculus Rift and
AceSim JoyRider
Have AceSim
JoyRider and Alpha
version of game
integrated to test for
issues of latency and
responsive controls
Edwards, Hamric,
Hartley
6
Build Beta Version of
game
Refine Alpha version
of game
McCoy, Newcomer,
Esker
7
Test Beta Version of
game
Check Beta version for
bugs
McCoy, Newcomer,
Esker
8
Second integration of
Oculus Rift and
AceSim JoyRider
Have AceSim
JoyRider and Beta
version of game
integrated to test for
issues of latency and
responsive controls
Edwards, Hamric,
Hartley
9
Build Final version of
Refine Beta version of
McCoy, Newcomer,
1
Members
Edwards, McCoy,
Hamric, Newcomer,
Hartley, Esker
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game
game
Esker
Test Final version of
game
Check final version for
bugs
McCoy, Newcomer,
Esker
11
Final integration of
Oculus Rift and
AceSim JoyRider
Have AceSim
JoyRider and final
version of game
integrated and tested
for issues of latency
and responsive
controls
Edwards, Hamric,
Hartley, McCoy, Esker,
Newcomer
12
Final Documentation
All design information
for final product
Edwards, McCoy,
Newcomer, Esker,
Hamric, Hartley
10
6.2 Personal Assignments
Blake Edwards
Activity
Hours Spent
Weeks of Activity
Build AceSim JoyRider
30
2
Testing AceSim JoyRider
20
2
Build Alpha version of game
30
2
Test Alpha version of game
10
1
Initial Integration of Oculus Rift
and AceSim JoyRider
60
3
Build Beta version of game
N/A
N/A
Test Beta version of game
N/A
N/A
Second integration of Oculus
Rift and AceSim JoyRider
60
3
Build final version of game
N/A
N/A
Test final version of game
N/A
N/A
Final integration of Oculus Rift
and AceSim JoyRider
80
4
Final Documentation
15
1
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Total Hours: 245
Justin Hamric
Activity
Hours Spent
Weeks of Activity
Build AceSim JoyRider
30
2
Testing AceSim JoyRider
20
2
Build Alpha version of game
30
2
Test Alpha version of game
10
1
Initial Integration of Oculus Rift
and AceSim JoyRider
60
3
Build Beta version of game
N/A
N/A
Test Beta version of game
N/A
N/A
Second integration of Oculus
Rift and AceSim JoyRider
60
3
Build final version of game
N/A
N/A
Test final version of game
N/A
N/A
Final integration of Oculus Rift
and AceSim JoyRider
80
4
Final Documentation
15
1
Total Hours: 245
Corey Hartley
Activity
Hours Spent
Weeks of Activity
Build AceSim JoyRider
30
2
Testing AceSim JoyRider
20
2
Build Alpha version of game
30
2
Test Alpha version of game
10
1
Initial Integration of Oculus Rift
and AceSim JoyRider
60
3
Build Beta version of game
N/A
N/A
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Test Beta version of game
N/A
N/A
Second integration of Oculus
Rift and AceSim JoyRider
60
3
Build final version of game
N/A
N/A
Test final version of game
N/A
N/A
Final integration of Oculus Rift
and AceSim JoyRider
80
4
Final Documentation
15
1
Total Hours: 245
Alex Newcomer
Activity
Hours Spent
Weeks of Activity
Build AceSim JoyRider
30
2
Testing AceSim JoyRider
20
2
Build Alpha version of game
30
2
Test Alpha version of game
10
1
Initial Integration of Oculus Rift
and AceSim JoyRider
N/A
N/A
Build Beta version of game
30
2
Test Beta version of game
10
1
Second integration of Oculus
Rift and AceSim JoyRider
N/A
N/A
Build final version of game
30
2
Test final version of game
10
1
Final integration of Oculus Rift
and AceSim JoyRider
80
4
Final Documentation
15
1
Total Hours: 265
Thomas Esker
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Activity
Hours Spent
Weeks of Activity
Build AceSim JoyRider
30
2
Testing AceSim JoyRider
20
2
Build Alpha version of game
30
2
Test Alpha version of game
10
1
Initial Integration of Oculus Rift
and AceSim JoyRider
N/A
N/A
Build Beta version of game
30
2
Test Beta version of game
10
1
Second integration of Oculus
Rift and AceSim JoyRider
N/A
N/A
Build final version of game
30
2
Test final version of game
10
1
Final integration of Oculus Rift
and AceSim JoyRider
80
4
Final Documentation
15
1
Total Hours: 265
Joshua McCoy
Activity
Hours Spent
Weeks of Activity
Build AceSim JoyRider
30
2
Testing AceSim JoyRider
20
2
Build Alpha version of game
30
2
Test Alpha version of game
10
1
Initial Integration of Oculus Rift
and AceSim JoyRider
N/A
N/A
Build Beta version of game
30
2
Test Beta version of game
10
1
Second integration of Oculus
N/A
N/A
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Rift and AceSim JoyRider
Build final version of game
30
2
Test final version of game
10
1
Final integration of Oculus Rift
and AceSim JoyRider
80
4
Final Documentation
15
1
Total Hours: 265
6.3 Gantt Chart
6.4 Milestones
Milestone
Name
Goal Date
1
Build AceSim JoyRider
12/11/2013
2
Test AceSim JoyRider
1/13/2014
3
Build Alpha version of game
1/27/2014
4
Test Alpha version of game
2/3/2014
5
Initial integration of Oculus Rift
and AceSim JoyRider
2/24/2014
6
Build Beta version of game
2/17/2014
7
Test Beta version of game
2/24/2014
8
Second integration of Oculus
3/17/2014
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Rift and AceSim JoyRider
9
Build Final version of game
3/10/2014
10
Test Final version of game
3/17/2014
11
Final integration of Oculus Rift
and AceSim JoyRider
4/14/2014
12
Final Documentation
4/21/2014
13
Senior Design Fair
4/30/2014*
*Note: Date is not final
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7.0 References
"The Current State of Virtual Reality: A Homebrewer’s View." The Current State of Virtual Reality: A
Homebrewer’s View. N.p., n.d. Web. 04 Dec. 2013.
<http://mellottsvrpage.com/VirtualReality.htm>.
Onyett, Charles. "The Future of Gaming in Virtual Reality." IGN. IGN, 3 Aug. 2012. Web. 04 Dec.
2013. <http://www.ign.com/articles/2012/08/04/the-future-of-gaming-in-virtual-reality>.
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Appendix 1 - Procurement List






PVC Pipe - $140
Arduino Board - $50
Actuators - $100
Oculus Rift - $300
Joystick - $30
Surround Sound Headphones (Optional) - $80+
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Appendix 2 - Project Website
https://seniordesign.lcsee.wvu.edu/2013fallee480-gp04/
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Appendix 3: Individual Research Papers
West Virginia University
Statler College of Engineering and Mineral Resources
Lane Department of Computer Science and
Electrical Engineering
Senior Design – Fall 2013
Individual Research Paper
Final Draft
GROUP 4: Centennial Eagle
Blake Edwards
FACULTY MENTOR/SPONSOR: Dr. Frances L. Vanscoy
INSTRUCTOR: Yenumula V Reddy
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Table of Contents
Executive Summary .................................................................................................................................... 40
Background ................................................................................................................................................. 41
Needs .......................................................................................................................................................... 42
Needs Hierarchy ......................................................................................................................................... 42
Objectives ................................................................................................................................................... 44
Objective Tree ............................................................................................................................................ 46
Stakeholders ............................................................................................................................................... 47
References .................................................................................................................................................. 48
Executive Summary
The history of video games is one where videos games have evolved to make the interaction
and immersion of the game as realistic as possible for the player, that is, to transport them to worlds
that game designers came up with. As technology has evolved it has allowed more and more levels of
realism in games graphically. But these games have still been played on flat screens and leave the
gamer stuck with a controller in hand. This has always left a rift between the player and the
environment. Emerging technologies have finally started coming out that will allow players to take the
next step of total immersion to a new level.
Our group project is to design a video game that integrates many different immersive
technologies. Some of these technologies are a decade old and some are currently on the edge of
development. By combining these technologies we will be able to give players a sneak peek into the
next step in immersive gaming by giving them real-time feedback as well as the ability to freely look
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around in an environment that surrounds them both graphically and sonically.
Background
When video games first started out they were simplistic graphically as well as control wise but
they were fun. These addictive games went on to go into the home were they began to flourish. Some
believed they were a fad and weren't going to last. Today they are a multibillion dollar industry. Last
year the video industry earned 67 Billion dollars (Gaudiosi) and is now beginning to rival movies as the
preferred choice of entertainment.
The drive to grow has pushed many companies to adopt more innovative methods Some have
been in how games are played.. The Nintendo Wii was the first game console to be released with a truly
interactive control scheme. Instead of using a fixed controller now the user had a wireless controller
that followed them wherever they moved and mimicked their movements in the game. This innovation
forced both Microsoft and Sony to develop their own interactive motion controls in order to capitalize
on the market. Microsoft developed the Kinect while Sony developed the Playstation Move motion
controller.
Interaction and immersion have always been targets that the video game industry has aimed for.
As technology has evolved it has allowed us to changed not only how we play games but how we view
them as well. Virtual reality has been attempted many times but the head tracking hardware hasn't been
mature enough. Today, companies like Oculus are now releasing VR headsets that are fast, light weight,
and inexpensive. This innovation gives players the ability to freely look around by just turning their
own head. This technology has become extremely popular recently. Both Valve and Unreal already
fully support the Oculus rift in their gaming engines and more developers are jumping on board
constantly. This trend has accelerated recently with news that Sony is now going to produce their own
VR headset for their upcoming Playstation 4 video game console (Crossley). With large companies,
like Sony and Valve(Yin-Poole), now pushing virtual reality, the opportunity for even more immersive
solutions has opened up.
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Needs
As computing advances and video game hardware develops the need for more immersive
gaming has risen. In order for this project to give the user with the most realistic user experience a
variety of technologies will need to be integrated into one seamless unit. When these are all integrated
together, it will give the user a massive amount of feedback into what they are experiencing and help to
take immersion one step further. In order to accomplish this the system needs many things.
The first need is video game development using the oculus rift. This is the most important need
as this allows the user to look freely around in the game in real-time by simply tilting their head. The
game will track all head movements and render the appropriate field of view. This will serve as the
starting point from which all other immersion aspects will come from. The headset must be able to do
this while being lightweight and fast. That is, be able to keep up with the sudden movements of the
gamer.
The next thing it must do is be able to translate the actual position of the cockpit to the pilot.
The axial tilt cockpit that will have both real-time tilt and yaw allowing the gamer to experience both
the free looking aspect of the oculus rift with the physical sensation of being tilted. Several systems
have been developed in the past but have been extremely expensive. With the arduino movement
pushing forward and the reduction in cost of pneumatic and electric actuators the cost of these systems
has drastically decreased.
Once free look, tilt and yaw have been accomplished the next step is into a force feedback
controller. This controller gives resistive feedback to the player while adding the realism of an actual
flight stick. This flight stick will also needs to be rendered in the game so if the player looks down they
will be able to see the joystick they are holding in real-time. To further make the player feel like they
are sitting in a cockpit tactile feedback will be utilized. The tactile feedback will be in the form of
vibration or shaking to give yet another layer of added realism. This will be through the use of either a
tactile transducer or subwoofer mounted to seat to induce varied levels of vibration to simulate
situations like road explosions, collisions, and engine vibration.
The final level needed to be met is surround sound. By using surround sound the player can
then sync an object's location with sound and by being able to look freely. This will add an incredible
dimension to the realism. This will be accomplished by utilizing a surround sound headset. Surround
sound headsets incorporate multiple drivers in order to create spatial distance and location. When
combined with the Oculus Rift a player will be able to track an object moving in front of them and be
able to maintain the sounds source directly in front of them or if their head is turned they can still track
an object via sound even though they are looking in an entirely different direction. By using a headset
this will also passive block outside noise thus allowing another level of isolation to the player. Finally,
this needs to have a pleasing aesthetic to the entire unit. This will be to both the looks of the unit and
the layout as a poorly designed unit will be both ugly and difficult to work on. By utilizing the Oculus
Rift and surround sound headset it will allow for a very simplistic design which will aid in both
construction and weight. Which will in turn reduce teh overall cost of the unit making it more desirable.
Needs Hierarchy
The needs hierarchy are based on the importance of each level of development or integration.
These needs are sorted by importance with the top being the most important needs. These are in order
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as how much of an impact it will have on the overall experience if one is missing. Obviously the
Oculus Rift is the most impacting. It is actually a tie for second with the cockpit and sound as no sound
could be crippling to a video game. Aesthetics is ranked above feedback and this has to do with the fact
that aesthetics sell. The most obvious example of this is how much aesthetics have affected the sales
and development of cellular phones. While feedback is important it is not vitally important to this
project it still adds layers of realism to it that make for a complete experience.
 Video game development using the Oculus Rift
 Axial Tilt Cockpit
 Surround Sound Headset
 Pleasing aesthetic
 Force Feedback Control
 Tactile Feedback
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Objectives
The objective of this project is to create an asteroid escape game that fully immerses the user,
through various types of immersion technology, while providing a next generation interactive
experience. There are two main parts to this project. The software and the hardware. The software and
hardware will be developed in parallel as many of the parts have solutions that already exist and require
integration into the game.
The first main objective is to develop an asteroid escape game. In order to do this a
development environment had to be chosen that had support for the oculus rift virtual reality headset.
Since one of the other objectives is to keep this project as cheap as possible this choice came down to
two choices. They were Torque 3d and Unity. After researching both, Unity was decided on as it has the
most robust coding language as well as an active development community and thorough documentation.
After further research Unreal UDK was decided on as it is much more robust as well as graphically
powerful and also supports the Oculus Rift. This will be what the entire project pivots on as it will
provide real-time data for the various devices. This will also allow us to develop a more graphically
robust game as well.
The next objective is to integrate the oculus rift headset into the game. As previously mentioned,
Unreal UDK has support for the oculus rift (Gilbert). The team will need to be able to track the oculus
rift's position and return it to the game which will then render the correct field of view. This will be the
initial immersion experience. Since this is the first level of immersion it needs to be able to update its
field of view and track head movements very quickly. If not the gaming experience will be sluggish and
not enjoyable. The Oculus Rift headset is extremely fast as it polls at 1000hz.
The next major objective is going to building a cockpit that changes its pitch and yaw in realtime with the racing game. There are several arduino based projects such as the Arduino-Pneumatic
Flight Simulator that are on the internet(Joyrider). The team will both build the cockpit and modify the
design to integrate into Unreal UDK as well as change from pneumatic actuators to electro mechanical
actuators. This will be another step in the software development as Unreal UDK will have to send the
current pitch and yaw to the arduino controller and then have it adjust accordingly. This will be the
next major step in immersion as the user will be able to freely look around in space will being tilted to
match the current conditions of the game.
The next objective is going to be integrating surround sound into both the cockpit and into
Unreal UDK. Another of the reasons for choosing the Unreal UDK is that it natively supports surround
sound into its engine. The headset we have chosen is also supported by the Unreal UDK as well. This
will reduce development time and enable us produce a more robust gaming experience.
The next objectives are not as major as the previous but each next objective will add another
level of immersion for the user. The next objective is to integrate a force feedback Joystick onto the tilt
cockpit. There are many commercial joysticks available currently and most of them are supported by
Unreal UDK as well as many other video games. Tactile feedback for the project will be in the form of
vibration. This is to simulate different types of material explosions, collisions, as well as engine
vibration. The team will have to utilize very low frequencies to make use of the tactile transducer.
Finally the cockpit needs to be aesthetically pleasing. It also needs to be well laid out as fine tuning or
diagnostics are going to be constantly done while in development.
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O
bjective Tree
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Stakeholders
With the oculus drift project four major stakeholders have been identified. The first group is the
video game graphics engine developers. The second group are the video game designers and
programmers. The third group are the video game enthusiasts. The last group is West Virginia
University. While each of these particular stakeholders goals are different, they do not conflict with
one another. They instead help one another and in many cases rely upon each other.
The first group of stakeholders are the graphics engine developers. This is the group that
develops the graphics engine that will then be licensed to the video game designers and programmers to
aid in video game development. Since many of these graphics engines are used in both PC and console
development, supporting a system like the Centennial Eagle would add a considerable amount of value
to their particular graphics engine.
The second group of stakeholders are the game designers and programmers. These stakeholders
are the ones that actually develop the game and all its subsequent parts. Many of these developers use
prebuilt graphics engines which helps to reduce production time on video games. By choosing an
engine that supports our project it would add value to the video game itself. This would especially be
true if it was supported for both PC and console video games as it would appeal to a broader audience
which in turn would help them sell more copies.
The third stakeholders are the video game enthusiasts. They are the ones who will be using the
drift. Their goal is to have an incredible experience that goes beyond the TV and video game controller.
It is also to own peripherals that are going to be supported by the game designers. Current hardware
development is already moving in this direction and won't be a concern for the video game enthusiast.
The last stakeholder is West Virginia University. While West Virginia University isn't investing
heavily in this project, they still have position as a stakeholder. The game design portion of the oculus
drift project isn't going to be graphically intensive or multiplayer. With proper execution West Virginia
University has the opportunity to obtain a platform in which other games could be developed by future
students. It has the potential to be a platform with which subsequent projects could be developed
around such as simulator use or wireless immersion for remote controlled vehicles. This project could
also be worked on by other engineering disciplines as well. Such as mechanical engineering to move to
a pneumatic actuator. This could also be turned into a baja race simulator to showcase the baja race
teams races.
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References
Gaudiosi, John. "New Reports Forecast Global Video Game Industry Will Reach $82 Billion By 2017."
Forbes. 18 July 2012. Web. 23 Nov. 2013.
http://www.forbes.com/sites/johngaudiosi/2012/07/18/new-reports-forecasts-global-videogame-industry-will-reach-82-billion-by-2017/
Crossely, Rob. "Sony developing Virtual Reality headset for PS4."
CVG. Web. 3 September 2013
http://www.computerandvideogames.com/420136/sony-to-reveal-ps4-virtual-reality-headsetat-tgs/
Yin-Poole, Wesley. "Valve Set to Demo Its Own Virtual Reality Hardware."
Eurogamer.net. Eurogamer, 19 Nov. 2013. Web. 23 Nov. 2013
http://www.eurogamer.net/articles/2013-11-19-valve-setto-demo-its-own-virtual-reality-hardware
Gilbert, Ben. "Unreal Engine 4 now supports Oculus Roft, introduces 'Integrated Partners Program'."
Engadget. Web. 6 June 2013.
http://www.engadget.com/2013/06/06/unreal-engine-4-oculus-rift/
Joyrider. "JoyRider Virtual Flyer." JoyRider Virtual Flyer.
Ace Sim RC, n.d. Web. 23 Nov. 2013.
http://www.acesim.com/main.html
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Thomas Esker
Individual Research Paper Draft
10/14/13
This project involves the creation of a video game using a mechanical chair and the Oculus Rift
virtual reality system to present a brand new video game experience. Video games have traditionally
been focused around simple, traditional control schemes such as buttons, joysticks, or mouse input.
Using this, players just press keys or buttons to make certain actions appear on screen. When video
games first came out, being able to control everything happening on the screen was very revolutionary.
As technology has improved, many graphical innovations have been pioneered, but inputs have always
remained the same. On the one hand, pressing buttons is a familiar and accepted method of playing
games. They are simple to understand and bring consistent results. Thus, this standard remained
unchallenged for many years. Unfortunately, they provide relatively little true interaction with the game.
Pressing a button to make a character jump or shoot can’t convey the feeling of actually jumping or
shooting. However, the simple spectacle of seeing one’s choice of input play out on-screen is usually
enough for most gamers, and a majority of games implement these control schemes.
Only recently has this paradigm been shifted due to the advent of motion controls. All the
current home consoles have some form of motion control. Nintendo pioneered it with the Wii, which
was then followed up by Microsoft’s Kinect and Sony’s Move controller. These controls provide the
user with more interaction with the game.
The Wii and Move controllers are similar in their implementations of motion control. They are
wands which can be moved about to cause actions to happen on screen.[1][2] The user can feel a closer
connection with the input on screen because they have a chance to imitate the actions on-screen. The
user can pretend to swing a sword, throw a Frisbee, or shoot an arrow, and the characters in the game
react similarly. However, the gesture recognition could be limited depending on the game. And many
people aren’t really archery professionals, so concessions have to be made so that everyday players can
still enjoy the games and motion controls. Also, since the motion controllers are handheld, only arm
gestures can be recognized.
Microsoft’s Kinect adds many improvements to motion controls. It is a full-body sensor, so
players can move any limb to get a response from the game. It is also quite accurate allowing players
even more of a connection between themselves and the game.[3] This device led to many sports games
and dance games where users could try to emulate the actions on screen. These games became very
popular due to the more intense connection the player could feel to the on-screen action. This advent in
motion controls of all stripes led to a huge increase in sales for video games[4] because it allowed
people who don’t usually play video games to more intuitively grasp how to control the game. The
controls provided the public with a great way to become more attached to the characters on screen.
Motion controls can be seen as one of the defining aspects of gaming today and are unlikely to entirely
disappear soon.
However, the big problem with all these controls is that they provide minimal feedback to the
user. The only method of feedback that games can give to the user currently is rumble in the controllers,
which is not a very universal solution. All other feedback that a game can give has to be visual. So with
motion controls becoming popular, where’s the next innovation that can address these problems with
motion control?
A new way of interacting with games is emerging through the Oculus Rift. It is a head-mounted
display which provides virtual reality gaming. It fits over the player’s eyes and displays a separate
image to each eye causing a stereoscopic 3D effect. It also has motion tracking allowing it to track your
head movements. Some believe that this new way to play games will take off and many want to be part
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of the movement. The head-mounting restricts the user’s view so that all they can see is the game. The
stereoscopic 3D also allows the user to see depth making the game world feel even more alive. And, on
top of that, the head tracking allows the user to move their head around to affect the game through
ways such as changing the camera view. This can add a stunning effect to many first-person perspective
games where players may feel like they are really peering around into their own game world.
Many innovative new games are being developed for the Rift showing great new gameplay
ideas. However, a number of drawbacks are still present. Despite having head tracking enabled, games
still use traditional controls, meaning that the user will still only get visual feedback from the game. It
also removes an advantage of motion controlled games where the user can feel some connection
between their movements and the response of the in-game characters. So while the Oculus Rift
provides immersive visuals, it doesn’t innovate too much in other areas.[5]
That’s how this project can add its own twist to this. In addition to utilizing the Rift, the
hardware will create a new way of giving player feedback. The moving chair will allow the player to
feel the movement of the action happening in the game. For example, it can match the movements of a
vehicle in different types of games. Racing games, flight simulations, or space simulation games are
some examples of how this could allow for a more immersive and unique experience for the user. The
implementation of this would be similar to those chairs already found in arcades. They are typically
shaped like the vehicle in the game, like a car or jet ski. [6] This allows the player to feel like they are
part of the game, but their vision is still aware of the world around them, adding a disconnection
between them and the game. The chair could combine with the head tracking to make it feel like the
user is truly part of the action and restrict their vision so that they can be focused on the game.
Hopefully, the combination of these aspects to make a whole new gameplay experience will create new
opportunities for companies to continue to push the envelope when it comes to gaming and game
controls. Mostly, it would be a proof of concept on how multiple game control solutions could be
combined to allow a more interactive experience for the user.
This project is meant to fill a need in the video game industry. There is a gap in innovative
controls, and this chair and the Oculus Rift working together will be able to bridge the gap. This
immersive experience was not possible before, but now that the Rift has been developed and proven
capable by other developers[7], the technology is definitely available to make video gaming capable of
truly special and unique experiences again. This is the need being filled, and fortunately, there are no
other competing objectives for the project. The project can stay focused and be totally designed around
this ideal of a special gameplay experience. This goal is the first and only priority.
It is also very important that all aspects are properly integrated into the overall design to make
this experience a reality. So far in the video game industry, many games only stick to traditional inputs
with motion controls recently providing a new way to play. It is important for new control methods to
appear in the industry to avoid the risk of stagnation. Even though motion controls are fairly new, if
they aren’t used consistently and in new ways, it’s possible they could lose favor for the familiarity of
button controls. Since the introduction of the Kinect, it seems like motion controls haven’t been able to
keep pushing the envelope when it comes to game control. It also seems like this new device can really
change gaming, so it needs to take another step forward. It has been received well so far, signaling that
it could be the shake-up that the industry needs.[8] Even though it still hasn’t been proven on a mass
market scale, the excitement it’s building and the ideas it can help bring it to fruition help make it seem
like a worthwhile pursuit for this project. Just the sheer newness of it should make for a great
experience developing everything.
Another area in the video game industry which needs a shake-up is the arcade business. With
the prevalence of home consoles and portable gaming, arcades seem mostly irrelevant since they have
not been able to differentiate themselves from the gaming experiences one can get at home. With the
Oculus Rift, a new twist can be brought to arcade gaming and make an experience that can’t be
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replicated at home. It will take the familiarity of arcade conventions and gadgets and create a new spin
on them with the Rift. We believe that the new experience being proposed can cause innovation to
again occur in the arcades and allow video game companies to try to innovate more with unique
controls and gameplay styles to put fresh twists on familiar genres. Hopefully, it will push the
notoriously slow video game industry to be faster, more adaptable, and cater to more tastes and play
styles.
The Rift proves that even small companies can innovate and push great new technology to the
fore. If more small teams can continue to build on existing technology and also build new tech, the
video game industry can change for the better. By having more places to play a greater variety of
games, all facets of the video game industry can be raised higher and see the value in non-traditional
games. It would help to get people who don’t typically play games to find something to enjoy. Video
games need to build their audience and find their specialties so that a wide variety of games and
experiences can be made for people of all tastes and backgrounds.
Of course, to make this project come together, goals must be subdivided a bit to show the small
needs being filled. First, three components must be fully developed before they are combined together.
A safe and accurate chair is one of the components. Since this component will be the primary
innovation, it is the one which must work best. It will have to be sturdy enough to withstand sudden
movements and the weight of a person sitting on it. The design should be stable, strong, and cheap.
Appropriate controls and accessories must also be added to make sure that people can stay secure in the
device and that malfunctions won’t result in too many problems. It would also be great if the design is
easy to construct and repair in case of malfunction.
The interface with the software must also be accessible and simple so that it can easily be
tweaked and adjusted to be used for a variety of games made by other developers. This is necessary
because one goal is for this to be able to be used for many different games. If the chair was just made
for one game, it wouldn’t have as broad of an appeal or provide a truly special experience for everyone
that uses it. By making it adaptable to multiple games and experiences, everyone can find something
with it that would be enjoyable to use. It would also help make the chair more marketable since other
companies could make games for it making it an appealing product to install in arcades or other places.
Lastly, the chair has to move accurately. It will need to feel as if a user is really moving along
like they are in the game, so the chair can’t be jerky. Proper components are necessary to make sure
that smooth movement will happen. If it moves incorrectly or doesn’t move in an appealing way, it
could be jarring for the user and break the experience they are having. To truly make the experience
memorable, it has to have great and safe movement. Out of these different design tasks, the most
important one is easily safety and reliability. All our users should feel secure using our product so that
they will only worry about playing the game and having fun. These chairs have been made before, so it
the design must meet the quality already established by similar devices. The main need being met with
this is creating an interface to the software that is integrated with the Rift. The interface should actually
be more important than the chair itself. This is because the connection between the chair and the game
will be what allows the chair to move properly and make the experience feel more real.
The second component is making a fun game that can use both the Rift and the chair in a
meaningful way. The primary goal with this is to make a bug-free game. This is most important
because of the interface the game will have with our chair. If the game malfunctions, it could cause the
chair to move dangerously causing serious safety hazards. Therefore, it is something which must be
avoided at all costs, even if it means other qualities of the game must suffer. Serious bugs in a game
also just reduce the overall fun of the game too. The game freezing, crashing, or just acting strangely
will definitely hurt the experience of the player. Obviously the game will need to have something
which the user can experience while using the chair and the Rift. This need must be met since no games
combine these components together. This game could be a racing game, or a flight simulator, or
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anything else which allows the chair to move and provide a memorable experience.
It also certainly must use the Rift well too. The game will need to have something that
compliments the head tracking and 3D features. Since the game is the center of the experience, it will
have to be well-built with appealing graphics and fun controls. Even if the rest of the system works, if
the game isn’t fun or appealing, people will still have a bad experience with it. So, our game must look
pretty in order for people to feel like they are in a real world while playing the game. It must also
control well so that people won’t be too frustrated when trying to play it. This could break the
experience more than mediocre graphics. If people can’t make the game do what they want or if they
can’t understand the game, it won’t be fun, no matter how great the hardware is or how innovative the
Rift is. That’s why the game is also a significant objective. Fortunately, software is much easier and
cheaper to change and create than hardware. That way, even if there are mistakes or flaws, they can
easily be fixed. Even far into the future, upgrades can continue to be made.
For the final component, the Rift must be implemented well so that the user feels fully
immersed in the game. This means combining the 3D effects provided by the stereoscopic display and
the head tracking. This is the other component which will ensure the differentiation between this
product and other gameplay experiences. The need this meets is again that of differentiating this
product. Never before has the arcade experience been so enhanced with the Rift’s capabilities. The head
tracking especially will need to be implemented in a way where the user can really feel like they are in
the game world. This will absolutely push the game to go beyond any other game experience, whether
on a console or in an arcade. The combination of all these components can lead to an exciting play
session where the users will feel the game and see the game in a whole new way. Even though the
construction of the chair and game must be prioritized first, this system will be able to deliver serious
quality on all fronts. The addition of all of these are sure to create an amazingly interactive and
immersive experience which can help influence the video game industry to be even more creative and
exciting.
The objectives involve the three distinct parts of our project. For the actual video game, an
appealing game must be made, and it should be fun to play whether or not it’s being played with the
Rift or our chair. The game also must be bug-free. Considering that it’s interacting with our chair, bugs
must be eliminated since undesired signals could be sent to the hardware which would make the
hardware break down faster or be very unsafe. Graphics also will have to be made for the game as well,
or else it just won’t look appealing at all. Next, proper integration with the Rift must be ensured. This
means accurately plotting head movements, and making sure that the stereoscopic display is
implemented well. The objectives for the chair include making sure that it is safe to use. It must be able
to stand up to the abuse of the sudden movements the game could create without breaking down and it
also must have the proper features to make sure that people don’t get exposed to dangerous levels of
force or get thrown off the equipment. These objectives have been mentioned above, but they are
included here so they may be presented concisely in the objective tree below.
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Figure 1-An objective tree showing our plans for the project.
The first stakeholders in this are the members of the development team. They are making this
because they believe it will be a fun project which can continue to innovate in gameplay experiences.
They also want to limit the involvement of others so that they can have control over the designs and
ideas. That said however, more people will need to be brought in as the project nears completion.
There are also the future owners of the product. When the product begins to be marketed, these
potential owners will become stakeholders because the product must be appealing enough that they will
wish to buy it. They will only be interested in how their business can grow with the product. They will
be concerned with how cheap the product is and how easily it can be integrated it with their existing
space. This may conflict with some design goals though. However, development should never lead to
making an expensive product; but the system may end up being more expensive than some might be
willing to pay or maybe it won’t integrate well with the space they already have set up.
Once people buy the product, the users will also become stakeholders, and they will be
primarily interested in how fun the product is to play and experience. Fortunately, this is the primary
objective of the project too, so there should be no conflict. The product needs to be fun, user friendly,
and very memorable. All things that users surely want to experience too.
The development team is very confident in their abilities to deliver this quality product in a
timely manner. Despite their relative inexperience, they are all very motivated and enthusiastic about
the work and cannot wait to fully get it underway. This team can bring a quality entertainment
experience to fruition and has the talent and drive to make it happen.
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References:
[1] "Wii Official Site at Nintendo." . Nintendo. Web. 14 Oct 2013. <http://www.nintendo.com/wii>.
[2] "Play Station Move Motion Controller - PlayStation3 Move Info, Games & Updates." . Sony. Web.
14 Oct 2013. <http://us.playstation.com/ps3/playstation-move/>.
[3] "Kinect - Xbox.com." . Microsoft. Web. 14 Oct 2013. <http://www.xbox.com/en-US/KINECT>.
[4] Guillen, J.J.. "Motion-Controlled Videogames." . Newsweek, 16 Dec 2010. Web. 14 Oct 2013.
<http://mag.newsweek.com/2010/12/16/motion-controlled-videogames.html>.
[5] "Oculus Rift - Virtual Reality Headset for 3D Gaming | Oculus VR." . Oculus. Web. 14 Oct 2013.
<http://www.oculusvr.com/>.
[6] "Arcade Driving Machines for Sale." . Highway Entertainment. Web. 14 Oct 2013.
<http://www.arcade-game-sales.com/products/driving-machines.html>.
[7] "List of Oculus Rift Compatible Virtual Games and Software." . Road to VR. Web. 14 Oct 2013.
<http://www.roadtovr.com/oculus-rift-games-list/>.
[8] Recio, Ted. "Oculus Rift: Future of Virtual Reality Gaming." . TechCircuit.net, 16 Mar 2013. Web.
14 Oct 2013. <http://www.techcircuit.net/the-drift-on-the-oculus-rift/>.
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Group Four: Oculus Rift Senior Design Project Research Paper
December 4, 2013
Prepared For:
Yenumula Reddy
Prepared By:
Justin Hamric
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Abstract
For this senior design project, the group has chosen to create a virtual reality game using the
Oculus Rift. The Oculus Rift is a newly developed virtual reality headset that features high quality
stereoscopic 3-dimensional vision as well as tracking head movement and position. To increase
immersion and accompany the Oculus Rift, a virtual reality arcade “box” will be built. This box will
consist of a chair and mounted controls and will provide tactile feedback by moving the chair and
vibrating the controls. The game will be developed using a commercial grade game engine, which will
allow quick development of game environments. The primary focus will be in creating a realistic game
experience at under-market prices.
i
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Table of Contents
Abstract …......................................................................................................................................i
Table of Contents …......................................................................................................................ii
Introduction …...............................................................................................................................1
The Oculus Rift..…........................................................................................................................1
The Game Engine….......................................................................................................................1
The Unreal Engine ….....................................................................................................................2
The Arcade Box ….........................................................................................................................3
Needs…..........................................................................................................................................4
Background….................................................................................................................................4
Objectives …..................................................................................................................................5
Stakeholders…................................................................................................................................6
Conclusion ….................................................................................................................................7
References ….................................................................................................................................8
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ii
Introduction
The purpose of this senior design project is to create an immersive video game using the Oculus
Rift. The group wishes to design one ore more video games which utilize a virtual reality(VR)
environment. There are two main design objectives to this project: 1.) creating the game and 2.)
creating the physical sensation feedback environment. It is also important that the cost of the project is
kept relatively low, as a low price product is important in the consumer market.
The Oculus Rift
The first and foremost piece of equipment is the Oculus Rift, hereinafter referred to as the Rift.
The Rift is a next-generation virtual reality headset for 3D gaming and other applications [1]. The Rift
features binocular vision at 1080p resolution and can track head position and movement in real time [1].
With such high resolution and light weight (.836 lbs), the Rift promises a more realistic gaming
environment than previous devices. Additionally, the Rift development kit is relatively cheap at $300
and thus easily acquired. The kit provides comprehensive support and functions to facilitate integration
with gaming environments. The Rift has been developed with some fanfare – it raised 2.4 million
dollars from nearly ten thousand fan donations in only 30 days [3]. This device is in a late testing
stage at the moment, and its upcoming release will likely have an impact on the consumer market.
The Game Engine
A game engine is a design platform that simplifies and and expediates the game development
process. A game engine provides a number of tools and libraries to all game developers on a specific
project. This serves to normalize code and ensure that all developers are “on the same level.” Since
the Oculus Rift is new to the game development world, there are as yet only two game engines that
officially support it[5]. While it is possible to use other game engines, consideration will be given to
only these two. The first game engine, and the seemingly likely choice, is the Unity game engine. The
other is called the Unreal game engine, colloquially referred to as UDK.
Unity provides a professional quality game development kit and is known for being easy to
learn and intuitive. It provides some basic graphical libraries and developers are free to code in
Javascript, C#, or Boo, whichever they prefer. Unity can also quite easily import 3d models, textures,
sound, etc. Unity's graphical user interface (GUI) is quite good and organized. Additionally, Unity
provides game physics(via the popular nVidia) and has been used to make many games. Unity allows
easy game publishing best summarized with their motto, “Author Once, Deploy Everywhere.” It is
important to note that Unity is a relative newcomer when compared to Unreal, but it has proven itself
with many games since its inception. [6]
The Unreal Engine is the proverbial giant in the room. It has been around a long time and many
huge games have been made using the Unreal Engine, some of which have netted hundreds of millions
of dollars. When compared to Unity, it has some strengths and some weaknesses. Of the strengths,
Unreal provides superior graphics and physics. As far as weaknesses go, Unreal is harder to develop
on. Its interface is less intuitive and you must use either Kismet or their custom Unrealscript to code
with.
For this project, the group has elected to use the Unreal game engine. Although Unity would be
an easier game engine to learn and program with when compared to UDK, it comes with a hefty cost
for a group of six developers ($1500 for a professional license). There is a free version of Unity, but it
has restricted features which are necessary for this project. UDK, on the other hand, is free to use. If
the game were to make greater than 50,000 dollars, then a royalty fee must be paid to Epic, the
company that owns the engine.
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1
The Unreal Engine
Unreal Engine 3 will be the engine used for development of this game. This is the current
Unreal Engine, although Unreal Engine 4 is on its way to the market. Unreal Engine 3 has a vast array
of features – being the third incarnation, it has been built upon the backbones of previous engines.
Unreal Engine 3 requires at least a 2.0 GHz processor with 2 GB RAM for game users, and developers
must meet these requires and must additionally have a decent graphics card [10].
The Unreal Engine allows developers to create interactive environments, with objects that can
be broken apart chunk by chunk, or layer by layer. Objects, whether these objects are tables, people,
cars, planes, or anything else, can be crafted using Unreal's model editor. The engine allows physics
and particle effects, so a realistic and dazzling array of effects can be created. Game models and
environments can be constructed from within the game's level editor. Unreal Engine 3 also natively
comes with high quality video support (3 times better than a dvd), so it is possible to include movie cutscenes for the game [11]. Additionally, the engine comes equipped with a Foliage editor, to allow
crafting of lifelike virtual flora. [10]
The programming language used for Unreal Engine 3 is called UnrealScript. It is a language
designed specifically for game development, and includes tools like states and timers, that allow easy
implementing of gameplay when compared to general purpose programming languages. The language
syntax is reminiscent of Java or C++, which will be familiar to individuals within the game
development group. There is a massive library of support and tutorials for UnrealScript online, so
while time consuming, the learning process should not be too difficult.
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2
The Arcade Box
The arcade box is going to consist of a chair, a structure supporting the chair, actuators that can
move the chair, a microcontroller, and the game controls. Additionally, some extra sensory input many
be included in the form of conveniently placed fans. The purpose of the arcade box is to provide a
reactive environment – if a player is driving a car in the game they will feel the road move underneath
them. If the player hits a wall, they will feel the collision.
The chair skeleton will need to be able to support a large person without failure. This will be
built from good quality schedule 80 PVC pipe. Schedule 80 PVC pipe has fairly thick walls, and
should not bend much despite its lightweight. This pipe should be relatively cheap and strong. The
actual structural design will be provided by AceSim's JoyRider plans. The JoyRider plans are cheap,
costing approximately $15, so acquiring these will be easy. The JoyRider provides 24 degrees of pitch
or roll freedom, and depending upon actuator choice, these could be slow or rapid changes. [11]
Next, the mechanical parts will be actuators. The actuators need not be accurate, but they do
need to be strong enough to forcefully move the chair while a person is sitting in it. The choices here
are two: pneumatic or electric. While pneumatics fit the necessary needs, they also require additional
setup. An air compressor is needed, for instance. The per unit price, however, is cheaper than their
electric counterparts, although maintenance can be occasionally expensive. While traditionally
powerful when compared to electric actuators, the electric kind has been making headway in force
production in the last few years. Electronic actuators are more expensive, however, but will require
less maintenance. Regardless of eventual choice, there are cheap actuators on the market [7]. Since
the JoyRider holds the player's center of mass over a pivot point, a lot of force is not necessary in order
to produce a lot of motion [11]. This will keep production costs down, since more powerful actuators
of either type cost more money. The important thing here will be stroke length.
Another part of the arcade box will be the Arduino microcontroller. It's purpose will be to
interpret signals from the game and translate them to box movement. The Arduino functions
effectively as the “middle man,” and an important one at that. It will be necessary to have at least one
driver programmer for the Arduino itself. Code for the Arduino will be developed in C.
The final major component of the arcade box is the game controller itself. The game(s) is likely
to be some sort of vehicle game. Thus a steering wheel or a joystick is required, and probably some
pedals. There are many such game controllers already on the market, so there are many high quality
and cheap choices available, and one member of the group has elected to provide a game controller.
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3
Needs
Many people enjoy playing video games. Since the origin of the home computer, video games
have evolved considerably to meet user demands. One important trend to take note of is the continual
drive toward realism. Every year yields more realistic video games. With each new iteration of
realistic video games, new demands are created. Gamers want everything from the previous generation
and more. Of foremost importance, they want better graphics and better gameplay. Consumers will
always have more demands, and each new generation yields new opportunities. This project fulfills
this need, and it can be almost guaranteed that there will be many people waiting to try it out.
Additionally, the demand won't necessarily be limited to gamers. The virtual reality box can be
utilized for educational purposes. For example, it could be used for driver's education, pilot training,
and related endeavours. This is especially pertinent in an era of increasing fuel costs. While the startup
cost for a virtual reality environment can be moderately expensive, it would pay off over time. For
example, in West Virginia, a level 2 driver's license requires at least 50 hours of driving time[8]. At an
average speed of 35 miles per hour, that equates to 1750 miles. At 25 miles per gallon and with current
gas prices of around 3.33 per gallon, this would cost about 233 dollars per student. An arcade box
costing $1000 would be cost efficient at only 5 students.
It is important to note that the era of cheap and widespread virtual reality has only just arrived.
This has many implications for society, as this allows people to easily acquire and use immersive
technologies. Although eventual impact is unknown, it can be speculated that VR environments may
one day be as commonplace as watching movies (2). As with many innovations, being the first greatly
successful product on the market confers both prestige (name-brand) and profit.
Background
The first computer generated virtual reality environments appeared in the early 1970s. Created
by Evans & Sutherland, these machines were intended to train military pilots without subjecting them
to the dangers associated with training on actual aircraft. These were detailed simulations for the era,
and allowed their users to interact with their environments in real time. This was an important
improvement, as similar devices in the past utilized recorded video and thus restricted user interaction
[2].
Since then there have been many VR environments developed. Each one has been limited by
the hardware and software available to them at the time. In the late nineties, polygon modeling
combined with computer processor advances allowed for computer games to process 3d environments
in real time. While simple compared to modern graphics, this was a major breakthrough for purposes
of virtual reality. Since we live in a 3 dimensional world, a 3d environment is thus considerably more
realistic than a 2d environment. Improving computer processor power is directly correlated with
improving graphical environments. As processing power increases, the number of polygons that can be
displayed and continuously changed on screen in real time also increases. This means that as time goes
on, graphics will almost assuredly improve, and realism will thus increase.
Noted futurist and Director of Engineering at Google, Ray Kurzweil, thinks that virtual reality
will be the primary way people explore and interact with the world in the future [12]. Ray believes that
in only a few short years, a couple decades at most, people will primarily work and travel using virtual
environments. Regardless, As technology improves and capability for realism increases, there will
likely be increased demand for realistic environments, especially as device costs go down.
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4
Objectives
1.) To create an immersive game
The primary objective of this project is to create an immersive virtual reality game. This will
be accomplished using the methods discussed in the prior sections. The crux of this project is the
Oculus Rift, which provides stereoscopic (3d) vision and tracks head movement. Moving the player's
head in real life should move the player's head in game. The game should “feel” real. It should be
responsive in real time.
2.) To create a virtual reality platform that's cheaper than others on the market.
An important consideration in development of any product is cost. People will usually buy the
cheaper product, assuming it isn't inferior in some way. It is important to note the price of other
products developed. A similar product costs costs $2000 [9]. With any luck, the product developed by
this group will be cheaper.
3.) The gaming platform must be friendly to future developers
If this project is continued in future classes, it should be easy to modify and understand.
General functions will be provided for future developers for controlling the “box.” Additionally,
manuals should be written for both the hardware and the software. The hardware manual should
include instructions for proper part replacement and maintenance. The software manual should detail
file libraries.
High Level Project Objective Tree
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5
Stakeholders
There are four main groups of stakeholders for this project – gamers, educators, WVU, and our
group.
The first group, gamers, wants a fun, realistic and exciting experience. For this group, the
product needs to be easily acquired (that is, cheap), easily understandable, and perhaps most
importantly of all, unique. There are many gamers in the world and at this point there have been
thousands, perhaps millions of games created. In order to catch this group's eye, it is important to
present something that they have not seen before. VR environments have existed for some time, but in
the past were expensive, and thus not globally spread. The goal here is thus to show them something
new that won't cost them an arm and a leg.
The second group that could be targeted with the virtual reality box consists of educators.
There are many possible applications here. Driver's education, flight training, boating training –
basically anything that requires some sort of physical skill. The scope of this project is limited to
vehicles, and indeed, is the primary game element choice. As with any group, cost is important, but for
this group realism is of foremost importance.
The third group is West Virginia University itself. For WVU, it is important that the game and
virtual reality environment produced be cheap and monetizable.
The fourth group of stakeholders is the group itself, West Virginia University LCSEE 480 senior
design group 4. For this group, it is important to create a successful product. Also, since this group
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will graduate soon, it is important that this project be a meaningful educational experience.
6
Conclusion
This will be a technically challenging project. There are many different aspects to consider,
from software and hardware to cost and monetization. The software development will be challenging –
a game will need to be created from scratch. Three dimensional graphical models and environments
will need to be designed, likely from scratch. Even with a large group of six, there will be a lot of work
to go around. The game will need to be programmed using Unreal Engine. Actuator drivers will need
to be programmed, and the microcontroller itself will need to be programmed to handle game outputs.
Arcade box elements will need to be designed and troubleshooted. The Oculus Rift will need to be
integrated with the game, and game design elements should consider how to best use the Rift. This will
take a substantial amount of time and effort. Finding the right hardware for reasonable prices will also
be challenging.
This project has real merit – consumerized modular virtual reality platforms might be be an
important step for the future of mankind. There are other technologies currently in development (brain
computer interfaces, for example), that when combined with virtual reality environments, could lead to
substantial changes in the quality of a person's life. Imagine going on virtual vacations on the opposite
side of the globe every night after work, or visiting Mars from the comfort of your own home. At the
rate technology is improving, truly realistic environments may not be far off.
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7
References
1.) "Oculus Rift - Virtual Reality Headset for 3D Gaming | Oculus VR." Oculus VR Home Comments.
N.p., n.d. Web. 16 Oct. 2013.
2.) "VIRTUAL REALITY - History." VIRTUAL REALITY - History. N.p., n.d. Web. 16 Oct. 2013.
3.) "Kickstarter." Kickstarter. N.p., n.d. Web. 16 Oct. 2013.
4.) "Scary Assets, Shocking Prices." Unity. N.p., n.d. Web. 16 Oct. 2013.
5.) "John Carmack Talks Doom 4 Oculus Rift Integration in New Interview at QuakeCon 2012."Road
to Virtual Reality. N.p., n.d. Web. 16 Oct. 2013.
6.) "Create 3D Games." Create 3D Games. N.p., n.d. Web. 16 Oct. 2013.
7.) "How to Decide Between Pneumatic and Electric Actuators." Automation World. N.p., n.d. Web.
16 Oct. 2013.
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8.) "Driver's Licenses & Photo ID Cards." Driver's Licenses & Photo ID Cards. N.p., n.d. Web. 16
Oct. 2013.
9.) Simone, Lisa K., Ph.D, John A. Simone, Roman Mitura, Dean Klimchuk, and Maria T. Schultheis,
Ph.D. "Development of a Portable Virtual Reality Driving Interface to Retrain Drivers with Spinal Cord
Injury." N.p., n.d. Web. 16 Oct. 2013.
10.)"UDN - Main - WebHome." UDN - Main - WebHome. N.p., n.d. Web. 03 Dec. 2013.
11.)"Unreal Game Engine Technology." Unreal Engine News RSS. N.p., n.d. Web. 03 Dec. 2013.
12.)"AceSim.com - Your Virtual Flight Headquarters." AceSim.com - Your Virtual Flight Headquarters.
N.p., n.d. Web. 03 Dec. 2013.
13.) Big Think. “Ray Kurzweil Explores the Next Phase of Virtual Reality” Video. Youtube. , July 27,
2011. Web. 12/1/2013.
8
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BACKGROUND RESEARCH PAPER
Oculus Rift Game and Apparatus
Lane Department of Computer Science and Electrical Engineering
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Corey Hartley – Group 4
Contents
Table of Figures .......................................................................................................................................... 69
Abstract ...................................................................................................................................................... 70
Needs .......................................................................................................................................................... 71
Ranking of Needs ........................................................................................................................................ 72
Background ................................................................................................................................................. 73
Oculus Rift .............................................................................................................................................. 73
Simulation Seat ....................................................................................................................................... 75
Simulation Games................................................................................................................................... 77
Objectives ................................................................................................................................................... 78
Objective Tree ............................................................................................................................................ 79
Stakeholders ............................................................................................................................................... 80
Works Cited ................................................................................................................................................ 81
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Table of Figures
Figure 1 – Outside view of Oculus Rift……………………………………………………………………………………... 7
Figure 2 – Inside of Oculus Rift…………………………………………………………………………………………………. 7
Figure 3 – View of LifeBeam Simulation Seat................................................................................ 9
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Abstract
The human brain perceives depth because of both of our eyes viewing the same image at different
angles. Each view is combined in brain to form a single three-dimensional view. This is the basis of
Virtual Reality and most of its peripheral devices. The object of these devices is to enhance the experience of a computer-simulated environment by simulating a physical presence within it. This can be
done via computer screen or stereoscopic display. Virtual Reality displayed on a computer screen
does not give you a full experience as it only allows you to view the alternate reality at a distance, and
not as if you are inside it, such as a video game system shows on a television, or a three -dimensional
screen such as the Cave Automatic Virtual Environment. Stereoscopic displays however, using threedimensional imaging to enhance the depth of an environment, these are mostly designed as headmounted displays.
These head-mounted displays, first developed by Carnegie Mellon University, use two lenses, allowing
the user to view two screens (one for each eye). During the simulation, the computer projects two
images on each screen, each at a slightly different angle than the other, giving a three-dimensional
effect. Movements are then tracked by a signal from the helmet by a stationary tracking device. The
computer then processes the directions the user’s head is moving and continually updates the simulation to reflect the new perspective. These displays are favored by Virtual Reality operators because
they can feel more absorbed by the virtual environment.
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Needs
The problem presented is that in today’s video games, gameplay for simulation type games can be
substantially increased if a system is created and made available to the public without breaking the
consumer’s bank. This project is to design and create a Virtual Reality environment that will allow full
compatibility with the Oculus Rift and our own customized version of the LifeBeam Simulation Seat.
The game will be developed from scratch along with the rest of the project. The game is not the
unique part of the project, but the experience that enhances the game. There have been games designed to be played with a simulating seat and there have been games incorporating full vision in the
Oculus Rift, but none yet have combined the two.
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Ranking of Needs
The main objective for the system is that it made to be fully funtionaly and in sync with the game at
all times, not confusing the user by any means. As a perspective of an engineer and video game consumer the needs are ranked as follows:
1. System is safe
In order for the product to be able to be sold and to turn a profit without lawsuits, it must be
safe. Proper precautions should be taken while system is in use, maintenance is being done,
and system is being set up.
2. System works in synchronization
So that the user can get the full amount of entertainment out of the system, it must all work
together and everything must be timed correctly. For instance, when the joystick is used, the
seat should tilt and the Rift should display the user moving at the same rate they are moving in
both the game and the seat.
3. System is affordable
In order for the system to be successful, it must be affordable. The reason why virtual reality
has never really been successful is that it costs too much for the normal video game consumer.
4. Game is entertaining
The entire reason for playing video games is to be entertained, this system is just being developed to enhance that entertainment.
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Background
Oculus Rift
The Oculus Rift is a head-mounted display designed at the University of Southern California Institute
for Creative Technologies. The idea behind this device was to develop a new head-mounted virtual
reality device that is more effective than what is on the market, but is inexpensive. This device uses a
seven inch LCD screen with a color depth of twenty-four bits per pixel. This screen makes the stereoscopic 3D no longer 100% overlapping, leaving each eye to see extra area to the off-side of the face.
This is supposed to mimic the human area of vision. The resolution of the screen is 1280x800 (which
may be upgraded to 1920x1080) pixels, leaving a 640x800 ratio per eye. As noted before, the images
overlap in the center, meaning each eye will have a higher horizontal resolution of 640 pixels.
The unit used to track head movement is the Hillcrest 3DoF, used with a special firmware to allow it
to run at 250 Hz. This is vital to allow the virtual reality to have a high response time, increasing its
realism. The newest version of the Oculus Rift has a 1000 Hz Adjacent Reality Tracker which will make
the experience even better. Gyros, accelerometers, and magnetometers are used in combination for
3-axis absolute (relative to the earth) orientation tracking, without drift. Its approximate weight is
379 grams not including headphones.
The Oculus Rift has a dial on each side of it that can be turned, adjusting the distance the screen is to
the user’s eyes. It also includes interchangeable lenses that allow for dioptric correction (correction
of focus). In order to have video signal be sent to the headset, it has a DVI and an HDMI input. USB is
used for sending tracking data from the computer and to power the device. Since the Oculus Rift requires more power than the standard USB input, it is equipped with a power adapter.
Oculus has produced a software development kit in order to assist developers with designing games
for the Oculus Rift. Game integration includes PC, smartphones, and eventually the next generation
of gaming consoles. Several games that were previously designed for other consoles have been redesigned for the Oculus Rift to incorporate its virtual reality. Some new games have also been made
for the Oculus Rift and have been released especially for it. There is even software being developed
right now to be able to play games with the Rift without having to re-design the entire game just for
the Rift, it is called the VorpX driver.
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Fig. 1 - View of the outside of the Oculus Rift
Fig. 2 - View of the lenses, showing
the LCD screen, inside of the Oculus
Rift as described above
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Simulation Seat
Virtual Reality, especially the newly made Oculus Rift, has always been to get their users deeper into
the virtual environment with external features. Such things as “datagloves”, wands, and gaming seats
have all been used to try to enhance the experience of a virtual reality, to make the user feel as if they
were there. Since the virtual reality devices have not been very comfortable, or affordable until now,
none have been very successful. The seat shown below, made of PVC, is not only cheaper and more
affordable.
This seat is made in order to give the user of a simulator an enhanced experience of the virtual reality.
The seat will allow the user to feel as if they are actually controlling whatever vehicle they are using,
by receiving the feedback they are viewing within the virtual environment. This is done by having
moving cylinders attached to all moving sides of the seat. This allows the user to rotate forward,
backward, left and right. Giving them a full spectrum of movement in a two-dimensional field.
This seat can be designed in one of three ways: pneumatic cylinders, hydraulic cylinders, or electrical
and mechanical cylinders. The electrical and mechanical cylinders will be the cheapest, but will break
after an expected number of uses. Pneumatic cylinders will need an air compressor, making it more
expensive, and anytime there is a leak the system will not work correctly. Hydraulics are the most durable, but they are the most expensive and the most difficult to use.
These cylinders will be controlled by an Arduino (Duemilanove). This has a complex program on it
that combines several commands and parses certain values to calculate a voltage that is filtered into
in analog value which is then sent to an amplifier that allows the cylinders to move accordingly. The
Arduino gets its commands from the controller or the game itself so that the user can rotate and tilt
up to about 40 degrees.
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Fig. 3 - LifeBeam Flight Simulator with
two pneumatic cylinders
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Simulation Games
Virtual reality games have not been very popular until now. With new game consoles trying to incorporate virtual reality and new devices being developed to try to incorporate virtual reality into games,
the genre has taken a large leap from when it was originally put into the market. The reason behind
this is because, the technology was not up to par with what we needed to feel a part of the environment we are playing in, not to mention it was incredibly expensive. Today we can now do all of the
things virtual reality needs at a cost efficient way. Other than arcade games in the past, no one has
really been able to develop something the casual user could purchase.
Previously the only developers making games with simulation type gaming was made for arcades, or
the standard console (i.e. flight and driving simulators), but the standard console wasn’t able to pull
the user into the game as it could with the arcade games. Therefore, virtual reality has been mostly
put on hold until now. At this point we can develop games, port them to a device, and allow the users
to access whatever means of controlling them, allowing the users to have a more enhanced experience and ultimately giving more of the benefit of playing the game.
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Objectives
As said above, the main objective for this project is to build a system is that it made to be fully
funtionaly and in sync with the game at all times, not confusing the user by any means. During the
initial stages, design of an interface for the game, specifically the assembly of the simulation seat will
be first. The LifeBeam design has been chosen as the instructions were easily contained via
Instructables.com and the design seemed the most cost-efficient and safe way to create it. A PVC pipe
design is called for in the instructions, it will be further decided if schedule-80 PVC pipe will be needed
rather than schedule-40. Schedule-80 is thicker and a lot more durable than schedule-40 while only
being a small amount more expensive. This will allow the system to work the same, but allowing a
larger threshold for weight, that being said, it will make the system weigh more and the actuators may
not be able to handle it. A proper weight distribution will be decided later. Electric and mechanical
actuators will be used instead of instead of pneumatic cylinders, or hydraulics, for it is the most cost
efficient. Electrical and mechanical actuators are less accurate and slower but for this system, it does
not need much accuracy and speed. This system will be compatible for not only flight simulators, but
driving as well. During the driving game, the seat will rumble as the user’s vehicle is on rough roads
and tilt as the user goes up and down hills, as well as slanted roadways. The flight simulator would
shake if coming in contact with something, otherwise moving in correlation with the joystick.
The only design for the Oculus needed is the game. The design of the game will be around the features of the Oculus Rift. The reason a simulator game was chosen is because it is the easiest way to
incorporate movement in the video game without the user actually moving. If the user is in a chair
and can move their head freely, they are then able to feel as if they are truly driving/flying the simulation and are able to view the environment as if they were actually there. The Arduino will be receiving signals from the game in order for the seat to move.
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Objective Tree
Virtual Reality Simulation System
Oculus Rift
Centennial Eagle
Game
LifeBeam
Simulation Seat
Integration
with game
Communication
with LifeBeam
Integration
with
actuators
Integration
of Control
Systems
Communication
with Arduino
Feedback
from Oculus
Rift
Feedback
from Game
Feedback
from Joystick
Integration of
output
Proper video
Response to
Oculus Rift
Proper
Response to
Arduino
Proper
Response to
Actuators
Communication
with Joystick
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Stakeholders
The stakeholders in this project consist of: individual customers (gamers) purchasing the product,
companies that purchase arcade gaming systems, the senior design group and West Virginia University. This project affects each stakeholder differently and are defined below.
Individual customers (gamers) who buy this product are one of our most supported stakeholders. In
order to bring virtual reality out of the dark and into the light is to make these systems affordable for
the everyday gamer. This will make the product a lot more marketable. These people are the reason
this project has purpose, so that they can be lost in a virtual environment while enjoying a game.
Companies who are involved with purchasing arcade systems are another major stakeholder for this
project. They will be the ones buying these and commercializing them at their businesses. Not only
will they be saving a lot of money buying this instead of another arcade system, but with the price so
low it will interest future customers.
The senior design group are developing, integrating, and producing this product. Depending on how
well they do will depend if the project will be completed in time to be marketed. Whether they find
the lowest cost for all of the components and develop a safe system will depend if the final product
will be able to be sold.
West Virginia University will be funding the entire project. Their investment is a new product that
could add to virtual reality and become a running competitor in the genre. West Virginia University is
the school of the senior design team and through their investment they will supply the tools, both
physical and mental, to perform the job adequately.
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Works Cited
The Board of Trustees of the University of Illinois. "VR Systems." VR Systems. NCSA & EVL, 24 Dec.
1995. Web. 02 Dec. 2013.
"Electric Alternatives to Pneumatic Cylinders." Engineer Live. Setform Limited, n.d. Web. 02 Dec. 2013.
Lee, Dominick. "Arduino-Pneumatic Flight Simulator." Instructables. Autodesk Inc, 2013. Web. 02 Dec.
2013.
Oculus VR. "Oculus Rift - Virtual Reality Headset for 3D Gaming | Oculus VR." Oculus VR Home
Comments. Oculus VR, Inc., 2013. Web. 02 Dec. 2013.
VorpX. "VorpX - VR 3D-Driver for Oculus Rift | 3D Driver for the Oculus Rift and Similar Virtual Reality
Headsets." VorpX VR 3DDriver for Oculus Rift. Animation Labs, 2013. Web. 02 Dec. 2013.
"VWN VR Interface Overviews: Binocular Omni Orientation Monitor." VWN VR Interface Overviews:
Binocular Omni Orientation Monitor. Virtual Worldlets Network, n.d. Web. 02 Dec. 2013.
Wordsworth, Richard. "How Virtual Reality Will Change Gaming." IGN. IGN Entertainment, Inc., 29 Nov.
2013. Web. 02 Dec. 2013.
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Lane Department of Computer Science and
Electrical Engineering
Individual Research Paper
Final Draft
Group 4: Centennial Eagle
Joshua McCoy
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Table of Contents
Abstract...........................................................................................................................................3
Background.....................................................................................................................................4
Needs...............................................................................................................................................5
Needs Hierarchy..............................................................................................................................6
Objectives........................................................................................................................................6
Objective Tree..................................................................................................................................8
Stakeholders.....................................................................................................................................9
Conclusion.....................................................................................................................................10
Bibliography..................................................................................................................................11
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Abstract
The video game industry is always about wanting to give the player the experience that they are
actually apart of the universe that the game is set it. This experience of immersion started with that
arcade games back in the 1970s with a joystick/steering wheel, simple level design, and very simple
characters and as evolve into using controllers with very complicated level design and characters that
are almost human-like. These games allow the player to create their own character (sometimes) and
explore the world however they please (sometimes).
Our project plans on taking the immersion factor and pushing the limits of it even further with
virtual reality. The project will have the player physically interact with the universe they are playing in,
instead of being an observer of the game. Our game idea (asteroid escape game) is not particular
special and can even be consider old school, but how the player experiences the game is where it
becomes new.
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Background
The video game industry is very young. The industry started in the 1970s with arcade games
and has evolved to gaming console like the Playstation 4 and Xbox One. The overall industry is only
about 40 years old. The industry has also been one of the most successful with revenue of $62 billion
in 2012 and a projected $82 billion by 2017 (Gaudiosi).
The first set of games were simple graphically and gameplay wise. Most of these games were
8-bit games and the objective was to survive as long as they (the player) could without dying to reach a
high score. Now most games run at 30-60 fps (frames per second) and have objectives that don’t only
include surviving as long as they could. They now include rescuing/protecting people, disarming
bombs, etc. If a game does not mix the right balance with the types of objectives that the player has to
do throughout the game. The game will become unpopular quickly and will not sell.
How the player interacts with the games has also evolved over the years. The first game had the
player mostly interacting with a joystick or a steering wheel. Then when home gaming consoles were
release, the player used a controller with one or two joystick, a d-pad (directional pad), and a varying
amount of buttons. These controller characteristics vary between consoles, but are similar overall. PC
gaming differs from console gaming because those player use a keyboard and mouse (most of the time).
The player has been stuck with this type of interact for a couple of decades now until the Nintendo Wii
arrive and had players interact more physically with the game. The Wii deployed a wireless controller
that will track the player’s movement. After this innovation, Sony and Microsoft have come up with
their own variation of the Wii’s controller. The most notable controller is Microsoft’s Kinect that
requires just your body.
These controllers are excellent, but still do not provide the immersion and interaction that a
player wants to have with the universe they are in. The industry is always want to have the player feel
a part of the universe that they are in, but the technology has not been available to make that dream
come true. The Oculus Rift believes in has the answer to this problem with a virtual reality experience
with the ability to track head movement. The Rift provides a 90 degree horizontal field of view with a
screen for each eye that has a resolution of 640x800 (one eye) (Lang). The Rift is also light (weight:
379 grams) which is nice since it will be on the player’s head (Lang). The Oculus will not solve all of
the immersion and interaction factors though since it only tracks head movement and the player will
still need to use some time of controller. Sony and Valve think they also have a solution to the gamers’
immersion and interaction problem, but it will probably be a similar solution to the Rift (Ruscher) (YinPoole). Hopefully the gaming industry will have a system that will use every movement with no
controller (Ex: Kinect combined with Rift capabilities) to create a fully immersive and interactive game.
Needs
The gaming industry needs there games taken to the next level for players to want to keep
playing. The only way this can be done is to provide a more interactive and immersive experience to
the game. This can now be done with more success that in the past with the rise of certain technologies
that can provide this experience for the player. But to be able to meet this need, certain things will be
required for the player to what to play our game.
The first piece of technology that the project uses is the Oculus Rift. The Oculus Rift will
provide a virtual reality experience for the player so they feel like they are in the game. The Rift allows
the player to be able to use their head to look around the environment. The game will have to be
developed with the thought that the player will be able to look around instead of just a stationary
camera. The Rift will provide most of the immersion factor for the game.
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The second piece of technology that the project uses is a gaming chair so the player can have
the feeling of flight. The chair will need to be able to provide feedback to the player. The two forms of
feedback will be vibration and jarring. These two forms of feedback will come from crashing into an
asteroid, their ship getting shot at, and the player shooting asteroids/ships. The chair will provide more
of an interactive factor to the game since it will mimic what is happening in the game.
The third and final piece of technology that the project uses is a gaming headset to provide
surround sound to the game. A couple of examples of gaming headset are Turtle Beaches and Astros.
This will need to be integrated with the Rift so the sound will be in sync with the game.
The next need is to integrate the gaming chair and the Oculus Rift together to make an arcade
cabinet. The cabinet will combine the immersive factor of the Rift’s virtual reality experience and the
chair interactive experience to create a full immersive and interactive experience.
The last need of the arcade cabinet will be how it looks. The look of the cabinet is important
because it will make the buyer think about how it will look in their home/store. If it doesn’t look
appealing for the home/store, they might not buy it. This will also help the group so that adjustments
and parts can be replaced with ease if necessary.
If these needs come together for the final product, the product should be able to provide an
immersive and interactive experience. That experience, could be told to the player’s friends, family, etc.
and they might try our product. This would be the need the group wants to meet (social need).
Needs Hierarchy
The needs hierarchy is ranked on the importance of each level of development and/or
integration. These needs are sorted by importance with the top being the most important need:
1. Game development for the Oculus Rift
2. Built gaming chair
3. Integration of Oculus Rift with gaming chair
4. Integration of gaming headset to Rift
5. Overall look of cabinet
The third need is expected to be the most different need to be completed, but can’t be started until
needs one and two are completed. The fourth need helps to provide a more immersive experience, but
is not necessary in the long run. The fifth need will make things easier for the player using the product
and easier for the group to fix parts, but is not need at all.
Objectives
The objective of the project will be to make a flight simulator (asteroid escape) game that will
be eventually integrated into an arcade cabinet. The arcade cabinet will provide an immersive and
interactive game for the player that new but still familiar at the same time. Our objectives will be
broken down into two major subcategories: hardware and software.
The first objective of our project will be to develop a flight simulator game. A game engine
needed to be chosen to complete this task. There are a two major game engine that are compatible with
the Rift, Unreal and Unity. The engine that was selected for the game was the Unreal engine and the
reason behind this decision was cost. After extensive research, the Unreal and Unity engines offer
about the same amount of features, but the Unreal engine was free compared to the Unity engine.
The second objective will be to integrate the game with the Rift. This should be a seamless
transition since Unreal is fully support with the Rift. The group will need to make sure that the game
will comply with the heading tracking that the Rift supports. This will be the first stage of creating our
immersive and interactive game.
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The third objective will be to build the gaming chair. The gaming chair called the AceSim
JoyRider will be design to integrate with the Rift so that the flight simulator game will have an
immersive and interactive experience (JoyRider Virtual Flyer). The AceSim JoyRider will be tested to
make sure it works properly by performing multiple tilts.
The fourth objective will be to integrate the AceSim JoyRider with the Oculus Rift. This
objective will be testing the latency issues between the AceSim JoyRider and the Oculus Rift so the
player will have a fun, immersive, and interactive experience.
The fifth objective will be to develop feedback for the AceSim JoyRider to correspond to the
actions in the game. The feedback that would be implemented is vibration and jarring. The vibration
would feel normal throughout the game since it’s the overall experience of flying in general. The
jarring would come from the result of running into an asteroid or getting shot at.
The sixth objective is to have surround sound in the game. A game would not be interactive and
immersive without sound. The major point would be for the player to heard wants going on around
him/her. The sound will be able to tell the player how far away the object is. The sound will also need
to be in sync with the game to create a great experience.
The final objective, but not as major, is the overall look of the cabinet. The cabinet needs to be
laid out well so that adjustments can be made as necessary and the buyer of our product would want it
in his/her apartment, store, etc.
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Objective Tree
Stakeholders
With our project there are three major stakeholders who will be involved. The first group of
stakeholders is Epic Games. The second group of stakeholders is gamers (people who will buy our
product). The third and final group is West Virginia University.
The first group of stakeholders is Epic Games. Epic Games is the company that created the
Unreal Engine that will be licensed to create our game. The Unreal Engine is free to use as long as the
game does not make over $50,000 (Epic Games). The group plans on not having legal issues with Epic
Games, but if the game does make over $50,000, royalties will be paid to them since the game couldn’t
have been made without them.
The second group of stakeholders is the gamers. These are the people that will be using the
arcade cabinet. The group hopes to be able to provide an experience that will be immersive and
interactive for every player and that their experiences with our game will be talk about for years to
come.
The third and final group is West Virginia University. This group is funded our project and they
hold ownership in the final product. The final product can also be use for future groups to develop
multiple games for the cabinet.
There is no conflicting interest between the three stakeholders. All three of the stakeholders
contribute to either the making of the product or use of the product. The product should not have any
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conflicting interest in the future either.
Conclusion
The project will be very difficult in very many aspects. The group has no experience in creating
a gaming experience like this or one in general. The group has played many different games over the
years though; this will work in our favor because the group has seen the great and horrible aspects of
those games. This experience should help in creating a game that the player will want to play.
This project should show the future of the gaming industry. Right now, virtual reality is in its
infancy with the Oculus Rift, but a decade for now, virtual reality might be a normal experience with
gaming. The project is a great way to get a head start with working on the latest technology in the
gaming industry. The industry has a whole changes really fast and is hard to keep up with the changes.
The project should be continued in the future since it’s a great way to learn how to make a game
if the person is interested in the gaming industry. The project is also a great way to challenge both the
hardware and software aspects of the person knowledge since the AceSim Joyrider and Oculus Rift has
to work in unison to create an immersive and interactive experience for the player. If the AceSim
Joyrider and Oculus Rift don’t work in unison, the player will not have an enjoyable experience.
The video game industry has been one of the leading ways of entertainment lately. The best
way to show is by the sheer amount of Youtube videos around for reviews, playthroughs, etc. The
problem with video games though, is that if the games don’t evolve, players won’t play anymore and
the industry will die. Hopefully virtual reality is the next step in gaming for players to keep playing.
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Bibliography
Gaudiosi, John. "New Reports Forecast Global Video Game Industry Will Reach $82 Billion By 2017."
Forbes. Forbes Magazine, 18 July 2012. Web. 23 Nov. 2013.
<http://www.forbes.com/sites/johngaudiosi/2012/07/18/new-reports-forecasts-global-videogame-industry-will-reach-82-billion-by-2017/>.
"JoyRider Virtual Flyer." JoyRider Virtual Flyer. Ace Sim RC, n.d. Web. 23 Nov. 2013.
<http://www.acesim.com/main.html>.
Lang, Ben. "HMD Specs Comparison: Oculus Rift vs. Silicon Micro Display ST1080 vs. Sony HMZT1." Road
to Virtual Reality. Road to VR, 11 Aug. 2012. Web. 23 Nov. 2013.
<http://www.roadtovr.com/hmd-specs-comparison-oculus-rift-vs-silicon-micro-display-st1080vs-sony-hmz-t1/>.
Ruscher, Wesley. "Sony Filing Patents for VR Headset Technology." Destructoid. Destructoid, 9 Nov.
2013. Web. 23 Nov. 2013. <http://www.destructoid.com/sony-filing-patents-for-vr-headsettechnology-265281.phtml>.
"Unreal Game Engine Technology." Unreal Engine News RSS. Epic Games, n.d. Web. 23 Nov. 2013.
<https://www.unrealengine.com/udk/licensing/purchase/>.
Yin-Poole, Wesley. "Valve Set to Demo Its Own Virtual Reality Hardware." Eurogamer.net. Eurogamer,
19 Nov. 2013. Web. 23 Nov. 2013. <http://www.eurogamer.net/articles/2013-11-19-valve-setto-demo-its-own-virtual-reality-hardware>.
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Alex J. Newcomer
Cpe 480
Group 4
Research Paper
Rough Draft
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Contents
Abstract...................................................................................................... 3
Problem Statement.................................................................................... 4
Review of State of the Art......................................................................... 5
Significant Technologies............................................................................ 6
Expected Outcomes................................................................................... 7
Conclusion.................................................................................................. 8
Works Cited................................................................................................ 9
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Abstract
The Oculus Rift, a 3d virtual reality headset, is a rising technology in the Gaming Industry. Although the Oculus Rift is new, there are already over 300 games with thousands currently in development. The majority of the games in development for the Oculus Rift are being created by unincorporated groups, better known as indie game developers.
Back when arcades were popular attractions for the average person there was a small subset
of cabinet games took advantage of virtual reality technology. Their games were limited in that their
virtual reality headsets were all created in-house. This limited the development of virtual reality headsets to single experiences, and greatly hindered the development of the technology. With the Oculus
Rift being developed singly as a piece of hardware, a game developer is provided with a highly specialized piece of equipment that will provide a high fidelity experience with little hardware development
from the game developers.
With the development of a highly specialized virtual reality headset undergone by a third party,
the game designers will be able to focus their efforts on a game tailored to the medium. The group
plans on creating a video game that uses the Oculus Rift in conjunction with a movement simulating
cockpit to create an extremely unique experience that takes advantage of new technology. As the Rift
is not being developed by the team, we will be able to fully concentrate our efforts on our cockpit and
videogame.
The movement simulating cockpit is called the Acesim Joyrider, it moves in two axes to simulate the motions of an aircraft. The cockpit is made primarily of PVC pipes and is controlled by pneumatics and an Arduino board. The combination of virtual reality technologies and movement simulation
will provide an exciting game experience that will be unmatched by more popular game mediums.
The game that will be adapted to the technology described above is going to be called Centennial Eagle, which is a play on the Millennium Falcon from Star Wars. The user will be flying in a gold
flying saucer that is escaping the Earth’s atmosphere while being chased by earthbound ships. The
user will escape Earth’s defenses and navigate an asteroid field before the end of the game, which will
be around 10 minutes long.
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Problem Statement
The problem presented to us is to create a videogame experience integrating the Oculus Rift
and our movement simulating cockpit. The cockpit will be the main innovative element of our project.
The cockpit will be used to provide feedback for user input in the game environment. The project can
be split up into three main goals, these are the development of the Centennial Eagle game, the creation of a cockpit with the ability to respond to user controls, and successful integration of the Oculus
Rift with our game. After all three goals are completed our project will be complete.
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Description and Ranking of Needs
Our first goal, development of the Centennial Eagle game, will be undertaken in our second
semester of work, Spring 2014. The game will be created with the objective of creating an experience
that will demonstrate the integration of the Oculus Rift and movement simulating cockpit. None of our
group members have experience with graphic design, and our advisor, professor VanScoy, has
agreed to continue our project next year in the hopes that a group with graphics experience continues
development. The game will be no longer than 10 minutes and will be designed to show off the integration of the two major technologies, the Oculus Rift and the Acesim Joyrider. The issues we will face
have been well documented, mainly the issue of VR sickness, and the fixes are well known (Nelson).
These issues can be fixed by calibrating the game to the user, ensuring a limited amount of latency,
and using proper camera angles and distortion correction(Dean).
Our second goal, the Acesim Joyrider build, will be achieved in increments during the first semester of senior design. The cockpit design and integration will be the most challenging aspect of this
project. Our group members are confident that we can create the device, but it is something that none
of us have undertaken before. The first step is to design the seat, it will be designed with user comfort
in mind, in addition to the placement of pedals and a joystick. We will then design a series of actuators
to “swing” the cockpit with the objective of making the user experience g forces. Finally we will create
an API for us to use to control the cockpit. After these goals are completed we will have a fully functioning cockpit that could possibly be sold as an individual unit to game developers or virtual reality
enthusiasts.
Our final goal is to fine tune our use of the Oculus Rift to deliver a smooth and intuitive experience to the user. This will be the final phase of development and could be considered the debugging
phase. The main force against our user’s enjoyment of the medium is a well-known effect of poorly
developed virtual reality games called Virtual Reality(VR) sickness. VR sickness can be caused the
following ways: Changing head orientation without user input, changing the field of view, violent or unprovoked translation of view, ignoring or overriding of head movement, and not providing head translation in response to user movement (Forsyth). The Oculus Rift has some inherent issues, mainly discomfort of the user. This discomfort is due to the weight of the headset sitting on the bridge of the users nose. The Oculus Rift is also having issues with low resolution(FEZ), but that is because the version we are using is a development kit. Dev kits do not have the production units planned resolution.
With the completion of these three goals we will have at least three products. The first will be
the cockpit designed by our team. The second is the videogame designed by our team. The final will
be a cockpit, game, and the Oculus Rift. The product is designed to be modular, requiring at the very
least our video game and the Oculus Rift. We will be able to sell our cockpit alone to other game developers or virtual reality enthusiasts that wish to utilize our API to create their own game.
The objectives above tie together the elements of the tree shown below.
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Figure 1. An objective tree showing the integration of the needs
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Review of State of the Art
Plainly stated, there are no motion simulated 3d virtual reality games on the market right now.
There are motion simulated games, and there are 3d virtual reality games, but our group should be the
first to combine the two concepts.
There exists many motion simulators on the market today. Examples of such products can be
found on http://www.simcraft.com/, where their products range from $15,900 to $35,000 and up. Our
product will not be anywhere near that price, as it is going to be constructed out of simple materials
and does not have to account for displays or sound.
As far as 3d virtual reality technology goes, the Oculus Rift is on the cutting edge for the PC
market. Virtual reality products utilizing a headset have been produced before but never at the scale
and quality of the Oculus Rift. The Rift is the clear leader in this market, although Sony released info
earlier this summer saying that they planned on producing a product for the PS4 to compete with the
Rift(Yin-Poole).
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Stakeholders
The stakeholders for this project are a very specific niche of the gaming community. Gamers
that are interested virtual reality right now are enthusiasts. The group believes that VR will have a
vastly expanded audience in the space of a few years due to the rapidly growing VR technology. Our
project seeks to attract potential VR enthusiasts through a gaming experience that shows off the technology, so our VR enthusiast stakeholders are not conflicted by our interests.
The other stakeholders for this project are the arcade owners that wish to bring new life
to their arcades. Although arcades are a dying industry, companies like Dave and Busters would be
attracted to this system. This system is flashy and makes use of new technology, this will attract new
users and coincide with this stakeholders interests.
The final stakeholders are the developers. They are a group of people that are VR enthusiasts,
and want to spend a great deal of time on a school project that they are truly interested in. This is
clearly a common interest, and these specific stakeholders will allow the system to grow much faster if
they did not exist.
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Significant Technologies
There are two significant technologies that are available today. The first is a military flight simulator, the second is a genre of games developed for the Oculus Rift, called racing simulators. The flight
simulators are like our product in that they utilize motion simulation. The racing simulators for the Oculus Rift are like our product in that they provide a product much like our planned one, besides the utilization of motion simulation.
The Oculus Rift enabled racing/driving simulators are Assetto Corsa, War Thunder, and Euro
Truck Simulator. Although non of these games were specifically designed for the Oculus Rift, they
have been succesfully ported to work with the system.
Combat flight simulators are great examples of motion simulation done right. Although many
military pilots report strange feelings and vestibular issues while using the simulators, they represent
the cutting edge of movement simulation (NBDC).
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Expected Outcomes
Our expected Outcome is to create a game that integrates the Oculus Rift and our motion simulating cockpit in a unique experience. We plan to pass this project off to a group of students next year
so it can be polished graphically before entering the market. A far goal of the project is to place it in
arcades, or perhaps to create a virtual reality arcade market with this new technology. Today's technology is finally at a point that it can sustain virtual reality, and I see no reason why virtual reality arcades would fail to flourish. With the high prices of virtual reality equipment, the pay to play model
would excel as a profit producing way of spreading virtual reality games to everyone.
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Conclusion
Our team is extremely excited for the opportunity to design and build such an interesting gaming experience. Our project will touch all areas of our education at West Virginia University. We will
utilize skills learned from our Computer Engineering courses to build our motion simulating cockpit.
We will use skills learned from our Computer Science classes to design the software for our game,
which in reality is a large software project. This project is extremely broad in scope and we are excited
to get started developing it.
The major hurdle for our team is the motion sensing cockpit. We are starting design of this portion of the project this semester in hopes that we will have something working by December. We have
all of the skills to implement the idea, but we know very little about controlling actuators. The project
will depend on this detail and we are confident that we will complete this goal.
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Works Cited
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1 Dec, 2013. Web. 13 July, 2013.
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NDBC. N.p. Web. 12Oct 2013. <http://www.nationaldizzyandbalancecenter.com/services/ourprograms/motion-sickness-program/>.
Nelson, Noah J. “Oculus Rift: VR Simulator Sickness is Real, CEO Thinks They Have Fix.”
Turnstyle. Turnstyle.com, 1 Dec, 2013. Web. 18 Oct, 2013.
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-they-have-fix/>
Kevin, Andersson. N.p. Web. 13 Oct 2013. <riftenabled.com>.
Rob. “The 3 Things Which Will Kill The Oculus RIft.” Flesh Eating Zipper.
Flesheatingzipper.com, 1 Dec, 2013. Web. 12 June 2013.
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Tom, Forsyth 12 Oct 2013. <http://www.oculusvr.com/blog/vr-sickness-the-rift-and-howgame-evelopers-can-help/>.
Wesley, Yin-Poole. "Sony set to go big with virtual reality on PlayStation 4." Eurogamer.
Eurogamer.net, 3 Sept 2013. Web. 16 Oct. 2013.
<http://www.eurogamer.net/articles/2013-09-03-sony-set-to-go-big-with-virtual-reality-onplaystation-4>.
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