KR20080100608A - Virtual game apparatus and method based on ubiquitous motion awareness - Google Patents

Virtual game apparatus and method based on ubiquitous motion awareness Download PDF

Info

Publication number
KR20080100608A
KR20080100608A KR1020070046512A KR20070046512A KR20080100608A KR 20080100608 A KR20080100608 A KR 20080100608A KR 1020070046512 A KR1020070046512 A KR 1020070046512A KR 20070046512 A KR20070046512 A KR 20070046512A KR 20080100608 A KR20080100608 A KR 20080100608A
Authority
KR
South Korea
Prior art keywords
data
node
axis
attached
acceleration
Prior art date
Application number
KR1020070046512A
Other languages
Korean (ko)
Inventor
엄두섭
한정현
Original Assignee
고려대학교 산학협력단
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 고려대학교 산학협력단 filed Critical 고려대학교 산학협력단
Priority to KR1020070046512A priority Critical patent/KR20080100608A/en
Publication of KR20080100608A publication Critical patent/KR20080100608A/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • A63F13/235Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W84/00Network topologies
    • H04W84/18Self-organising networks, e.g. ad-hoc networks or sensor networks

Abstract

The present invention relates to a sensory game system based on behavior recognition in a ubiquitous environment. The present invention measures a player's position change and speed change through a 3-axis sensor, and wirelessly measures the measured data. After receiving the instrument-mounted first node transmitting a radio frequency (RF) signal and the RF data transmitted from the instrument-attached first node, the position change and the speed change of the player are measured by a sensor. And a sink node for receiving the RF signal transmitted from the second device attached to the device, the first device attached to the device, and the second device attached to the device, and the data received from the sink node. And receiving a situation processing server for transmitting the data to a game console if there is no abnormality in the received data.

Description

Virtual game apparatus and method based on ubiquitous motion awareness

1 is a block diagram of a game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.

2 is an explanatory diagram of an X-Z axis angle measuring method of a behavior-based game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.

FIG. 3 (a) is a block diagram of the first node attached to the instrument shown in FIG.

FIG. 3 (b) is a block diagram of the instrumented second node shown in FIG. 1.

4 is a schematic diagram of a scheduling game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.

5 is a structural diagram of a data packet of a behavior-based game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.

6 is a control flowchart of a tactile game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.

7 is a control flowchart of a situation processing server in a behavior-based game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.

* Description of symbols on the main parts of the drawings *

10: situation processing server 20: sink node

30: Mechanism-attached first node 40: Mechanism-attached second node

The present invention relates to a sensory game system based on behavior recognition in a ubiquitous environment. More specifically, the present invention relates to a sensory experience based on behavior recognition in a ubiquitous environment in which a character's position is measured using data measured by a 3-Axis acceleration sensor. Type game system.

In general, most conventional games are mainly arcade games using joysticks. However, as technology has advanced and users' desire for games has been diversified, it is necessary to develop a new style of game to replace the conventional game. In Japan, Nintendo has developed a sensational game that is known as NDS.

As shown in the above situation, a new innovation strategy is needed in the Korean game industry, and as a strategy, we are trying to develop a haptic game using the ubiquitous environment.

Ubiquitous environment refers to an environment in which a user can freely access a network regardless of a location without being aware of a computer or a network. In order to build a ubiquitous network, information technology (IT) must be advanced. In other words, it is difficult to provide communication capability to all devices without generalization of convergence technology, broadband, and low price of IT devices. Therefore, when the ubiquitous era opens, IT utilization in various spaces such as automobiles, homes, and outdoors is increasing and network The size and scope of the IT industry is expected to grow further, as the number of computer users connected to the network increases.

Ubiquitous game is a game aiming for unlimited interconnection anytime, anywhere by creating a new game space integrating virtual space and physical space using the ubiquitous environment described above. RFID technology that reads information embedded in IC chip by non-contact wireless method, USN technology that wirelessly Ad-Hoc networking information collected through various sensors, and all broadcasting and communication networks such as internet network, telephone, cable TV and wireless network It requires BcN (Broadband convergence Network) technology and realistic 3D technology.

However, in developing a haptic game using such a ubiquitous environment, there is a problem that it is difficult to accurately identify the location of a user or a mechanism to be used.

The present invention is to solve the above problems, an object of the present invention is to provide a game-based game system based on the behavior recognition in the ubiquitous environment to measure the position of the character using the data measured by the 3-Axis acceleration sensor will be.

The present invention for achieving the above object is a mechanism for measuring the position change and the speed change of the player through a 3-axis (3-Axis) sensor, and transmits the measured data as a radio frequency (RF) signal After receiving the RF data transmitted from the attachable first node and the instrument attachable first node, measuring the position change and the speed change of the player through a sensor, and attaching the instrument to transmit the measured data as an RF signal. If the second node, the first device attached to the instrument and the second device attached to the sink node receiving the RF signal and the data received from the sink node is input, if there is no abnormality in the received data game It includes a situation processing server for transmitting the data to the console.

The RF signal may include start data, X-axis tilt data, Z-axis tilt data, acceleration change data, and end data.

In addition, the situation processing server analyzes the start data and the end data from the input data, and distinguishes whether it is a first device attached to a device or a second device attached to a device.

In addition, the X-axis inclination data and Z-axis inclination data, the acceleration value of the X, Y, Z axis measured by the 3-axis acceleration sensor is obtained using the following equation.

[Equation]

Figure 112007035380808-PAT00001

(ADCVertical is the value of acceleration applied to X or Y axis, θ is X, Z axis angle)

In addition, the acceleration change data is that when the acceleration of gravity of about 1.5g (15m / s²) or more, even if more than one axis of the X-axis, Y-axis, Z-axis measured by the 3-axis acceleration sensor, the acceleration change data Is determined.

In addition, the first device attached to the instrument has a standby state for a predetermined time after the RF transmission for scheduling, the second device attached to the instrument transmits the RF data while the first device attached to the standby state.

The situation processing server is also connected to the sink node via a serial communication port.

Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the drawings. As shown in FIG. 1, in the ubiquitous environment-based game system based on behavior recognition in a ubiquitous environment, a situation processing server 10, a sink node 20, and a first device 30 attached to a mechanism may be used. And a second node 40 attached to the mechanism.

The instrument-attached nodes 30 and 40 use the 3-Axis acceleration sensor of Freescale's MMA7260Q, measure and process three-dimensional acceleration values and transmit them to the sink node 20 through radio frequency (RF) signals. Function to transmit.

The sink node 20 is configured not to perform any operation in the absence of the RF signals of the device-attached nodes 30 and 40, and to receive the RF interrupt (only when receiving data from the device-attached nodes of the same RF channel as itself). Interrupt) is called. The sink node 20 transmits the received data to the situation processing server 10 through the USART (Universal Synchronous and Asynchronous Receiver and Transmitter) serial communication port. The sink node 20 transmits data to the situation processing server 10 at a baud rate of 38600. The data bit uses 8-bit and 1-bit stop bits.

The situation processing server 10 transmits the data received from the sink node 20 to the game console.

2 is an explanatory diagram of an X-Z axis angle measuring method of a behavior-based game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.

The analog acceleration value of 3-Axis (X, Y, Z) of 3-Axis acceleration sensor is converted to digital acceleration value using Analog to digital Converter, and Y-Axis is used for centrifugal force measurement. Y-Axis is used for angle and centrifugal force measurements. The angle of X-Z-Axis is used to move up, down, left and right of the character and is generated due to the gravitational acceleration of the earth, as shown in Equation 1 below.

Figure 112007035380808-PAT00002

(ADCVertical is the value of acceleration applied to X or Y axis, θ is X-Z axis angle)

The centrifugal force data of X, Y, and Z-Axis is used in ubiquitous games to hit a ball or swing a stick (e.g. golf clubs, drums, etc.) and to act independently of the character's movement using angles. If the gravitational acceleration of more than 1.5g (15m / s²) acts on at least one of the axes, it is designed to hit the ball or swing the stick.

Centrifugal force of the object is shown in Equation 2 below.

F =- mr ω 2 =- mv 2 / r

(ω: magnitude of angular velocity, m: mass, V: magnitude of velocity of object, r: radius of circular motion)

Therefore, the acceleration is a =-v² / r, the speed V is expressed by the following equation (3) if the length of the forearm of the person is about 0.4m.

v = (a * r) 1/2  = About 0.77 m / s

(a: acceleration, r: radius of circular motion, m: distance, s: second)

Therefore, when moving at a speed of about 0.77m / s, the effect of hitting a ball or wielding a stick.

3 (a) and 3 (b) are block diagrams showing the instrumented first node 30 and the instrumented second node 40 shown in FIG. 1, respectively, and each of X, Y, and Z-Axis ADCs. Since the value is 1024 divided at 8MHz, it is read every 384 microseconds and averaged after 10 measurements to reduce the effect of noise. The instrument attached first node 30 serves as the first player and master in the game and the instrument attached second node 40 serves as the second player and slave in the game. These instrumental nodes 30 and 40 control the player's motion in the game and transmit data to the sink node 20 to swing the ball and stick at the same angle. Since the first node attached to the instrument plays the role of a master in the game, it must be always on to control the game. The instrumented nodes 30 and 40 measure a three-dimensional acceleration value using a 3-axis acceleration sensor, and the measured data are processed by the calculation process of Equations 1,2 and 3 at the control unit. Transmitted through the RF transmitter. Since the first node 30 is a master in the game, only the data needs to be transmitted, but the second node 40 is a slave in the game. If RF data is sent at 30), it will start operation thereafter. Therefore, the second node 40 attached to the apparatus needs an RF receiver to recognize the RF data sent from the first node. If only the second device attached to the instrument is turned on, the second device attached to the instrument does not receive the RF signal of the first node attached to the instrument and thus is in an idle state and thus does not generate and transmit data.

4 is a scheduling schematic diagram of a behavior-based game system in a ubiquitous environment according to an embodiment of the present invention, wherein the first and second nodes 30 and 40 attached to the apparatus use an ISM band of 2.4 GHz. Since the same channel is used, if RF signals are generated and transmitted to the sink node 20 at the same time, signal collision occurs and data loss occurs. Therefore, scheduling is needed as shown in FIG. Referring to FIG. 4, in the case of single-player game progression (ie, the first section in FIG. 4), only the first node 30 attached to the apparatus is turned on and the single-player game progresses periodically with a time delay of 10 milliseconds. The ADC is converted to an acceleration value, calculated by angle and centrifugal force, and then transmitted to the sink node. In the case of a two-player game (i.e., the second section in FIG. 4), the instrumented node 2 (40) is turned on to play the two-player game in the middle of the ubiquitous game's single-player game with only the first instrument attached to the apparatus. When the instrument-attached second node 40 detects the RF signal transmitted from the instrument-attached first node 30, the instrument node 2 converts the acceleration value of the acceleration sensor corresponding to its data into a sink node after ADC conversion and data processing. 20) transmit the RF signal data.

5 is a structural diagram of an RF data packet of a behavior-based game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention. As shown in FIG. 5, the start and end data of the first node 30 and the second node 40 attached to the device are set to different values in order to facilitate distinguishing the player from the situation processing server 10. The change data is recorded as a change in acceleration if the player's speed change, that is, an acceleration value of about 1.5 g or more mentioned above, is recorded.

FIG. 6 is a control flowchart of a tactile game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention, in which a player executes a game (500). In operation 510, the player turns on the sink node 20, the first device attached to the device, and the second node. In order to communicate with the sink nodes 20, the first and second nodes attached to the first and second nodes 30 and 40 are turned on to recognize each other through a synchronization process of matching frequency bands and channels together (520). The instrument-attached first node 30 waits 10 ms after transmitting the measured data through the acceleration sensor to the RF (530). The sink node 20 and the second device attached to the device 40 receive RF transmitted from the first device 30 attached to the device 540, and the second device 40 attached to the device attaches to the acceleration sensor. After transmitting the measured data to the RF, and waits until the RF data of the first device 30 attached to the instrument is received (550). The sink node 20 transmits the received RF data of the second node to the situation processing server 10 and the situation processing server 10 processes the received data and transmits the received data to the game console (560). The process is repeated from step 530 until the game is terminated by the player (570).

7 is a control flowchart of a situation processing server 10 in a behavior recognition game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.

 The situation processing server 10 loads the game file selected by the player and outputs it to the monitoring computer (600). The situation processing server 10 sets up a communication environment with the sink node 20 and starts communication (610). The situation processing server 10 checks the start packet and the end packet of the data received from the sink node 10 to confirm the number of the device attachment node. In other words, it is checked whether the data of the first node attached to the device is the data of the second node attached to the device (620). In operation 630, the collision check packet is checked to see if there is an error in the received data, and if there is an error, the received data is discarded and data is received again. If there is no error in the data received in step 630, the data is sent to the game file, and the player's action corresponding to the data is made in the game (640). If the game is not terminated by the player, data is repeatedly received (650). If the game is finished, the situation processing server 10 emptyes the buffer and ends the operation (660).

As described in detail above, the present invention is a haptic game using a ubiquitous environment, so the movement of the character is required to move up and down, left and right and enough to be grafted to various games in which the acceleration is applied by the snap of the hand, You can enjoy more convenient and interesting games.

Claims (7)

An instrumented first node for measuring a position change and a speed change of a player through a 3-axis sensor and transmitting the measured data as a radio frequency (RF) signal; An instrument-attached second node that receives the RF data transmitted from the instrument-attached first node, measures a position change and a velocity change of a player through a sensor, and transmits the measured data as an RF signal; A sink node configured to receive an RF signal transmitted from the first instrument attached node and the second instrument attached node; And And a situation processing server for receiving the data received from the sink node, analyzing the received data, and transmitting the analyzed data to a game file. The method of claim 1, The RF signal is a sensory game system based on behavior recognition in a ubiquitous environment consisting of start data, X-axis tilt data, Z-axis tilt data, acceleration change data, and end data. The method of claim 2, The situation processing server analyzes the start data and the end data from the received data, and identifies the action-based game system in a ubiquitous environment that distinguishes whether the device is a first node or a second device. The method of claim 2, The X-axis inclination data and Z-axis inclination data, the acceleration value of the X, Y, Z axis measured by the three-axis acceleration sensor to obtain a behavior-based sensory game system in a ubiquitous environment. [Equation]
Figure 112007035380808-PAT00003
(ADCVertical is the value of acceleration applied to the X or Y axis, θ is the X and Z axis angle)
The method of claim 2, The acceleration change data is determined to have an acceleration change when a gravitational acceleration of about 1.5 g (15 m / s²) or more acts on at least one axis among the X, Y, and Z axes measured by the 3-axis acceleration sensor. A sensory game system based on behavior recognition in a ubiquitous environment. The method of claim 1, The device-attached first node has a standby state for a predetermined time after the RF transmission for scheduling, and the device-attached second node transmits RF data while the device-attached first node is in a standby state. Action-based game system based on the behavior recognition. The method of claim 1, The situation processing server is a sensory game system based on behavior recognition in a ubiquitous environment connected to the sink node through a serial communication port.
KR1020070046512A 2007-05-14 2007-05-14 Virtual game apparatus and method based on ubiquitous motion awareness KR20080100608A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
KR1020070046512A KR20080100608A (en) 2007-05-14 2007-05-14 Virtual game apparatus and method based on ubiquitous motion awareness

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
KR1020070046512A KR20080100608A (en) 2007-05-14 2007-05-14 Virtual game apparatus and method based on ubiquitous motion awareness

Publications (1)

Publication Number Publication Date
KR20080100608A true KR20080100608A (en) 2008-11-19

Family

ID=40287059

Family Applications (1)

Application Number Title Priority Date Filing Date
KR1020070046512A KR20080100608A (en) 2007-05-14 2007-05-14 Virtual game apparatus and method based on ubiquitous motion awareness

Country Status (1)

Country Link
KR (1) KR20080100608A (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2012087851A2 (en) * 2010-12-22 2012-06-28 Microsoft Corporation Sensing user input using the body as an antenna

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2012087851A2 (en) * 2010-12-22 2012-06-28 Microsoft Corporation Sensing user input using the body as an antenna
WO2012087851A3 (en) * 2010-12-22 2013-01-03 Microsoft Corporation Sensing user input using the body as an antenna
US8665210B2 (en) 2010-12-22 2014-03-04 Microsoft Corporation Sensing user input using the body as an antenna

Similar Documents

Publication Publication Date Title
US10065108B2 (en) Video game using dual motion sensing controllers
JP4151982B2 (en) Motion discrimination device and motion discrimination program
JP4202366B2 (en) Motion discrimination device and motion discrimination program
US7716008B2 (en) Acceleration data processing program, and storage medium, and acceleration data processing apparatus for use with the same
US7833099B2 (en) Game apparatus and recording medium recording game program for displaying a motion matching a player's intention when moving an input device
US20080076580A1 (en) Smart internet sports apparatus with multiple wireless protocols
US8100769B2 (en) System and method for using accelerometer outputs to control an object rotating on a display
CN101873371A (en) Mobile phone, system and method capable of controlling computer game
JP2007244418A (en) Game machine and game program
CN102033607A (en) Human-machine interaction information system and method for realizing human-machine interaction
KR101061072B1 (en) Realistic game system and method
CN201426133Y (en) Mobile phone capable of interacting with computer game
CN107530582A (en) The controller of computer entertainment system
US10152052B1 (en) Portable single-handed remote control system for unmanned aerial vehicle
JP2002200339A (en) Game device
KR20080100608A (en) Virtual game apparatus and method based on ubiquitous motion awareness
CN106325513B (en) Information processing method and information processing apparatus
US9687743B2 (en) Information processing system, information processing apparatus, and computer-readable storage medium having information processing program stored therein
KR20080102756A (en) Game device for sports
CN110604919B (en) Somatosensory game realization method, system, flexible terminal and storage medium
CN112316408B (en) Game control method and somatosensory control handle
CN102033605A (en) Human-computer interactive information system and method
JP2008269650A (en) Motion determination device and motion determination method
Jung et al. Implementation of realistic game controllers using three axis accelerometer and wireless communication modules
US20060287082A1 (en) Game system with enhanced control for moving displayed virtual objects

Legal Events

Date Code Title Description
A201 Request for examination
E902 Notification of reason for refusal
E601 Decision to refuse application