Student demos clever head-tracking
Tech shows peering, zooming, turning.
An Australian student has been showing off several accomplished head-tracking demonstrations using videogames.
Using Valve's Source engine, Toben Sko can peer around corners by tilting his head, zoom by moving closer to the screen, rotate the camera by turning his head and produce a gun-sight by posturing as if aiming down the barrel of a gun.
The video can be found on YouTube, noticed first by PushingPlay before being picked up by Joystiq.
His work furthers that of folks like internet star Johnny Lee - now a part of the Xbox Natal team.
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Comments (27) Latest comment 3 years ago
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Looks good, and it might work well complimenting kb&m, rather than in place of. I saw this video on YouTube last week though, and I think the tech here is potentially a lot more interesting:
http://www .youtube.com/watch?v=7Ym0tZSWGMc
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Nevermind the applications in games: there's a lot of underused technology that could dramatically improve user interface in today's computers. Built-in webcams could be used to manipulate windows and objects with your hands, in any laptop.
The technology is all already here, it's all a matter of developing the software that will allow these things.
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That one is interesting too! Make it work wirelessly, and you'd have a whole new approach to paintball
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Thx to Wastelander for the link, from the Natal forum thread
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Suppose this shows how natal could work for regualr games, use a normal controller but with optional wierd motion enhancements for actions like that
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Halo "Reach" anyone?
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Now that game gun is brilliant.
@Kenshin001
/sigh
If a game requires you to "jerk your head around like a spaz", then it is a badly designed game. Again, concept gets confused with an example of bad implemenation and the whole thing gets written off.
There are plenty of ways that this technology could be used effectively to improve a game experience. Just because you can't think of them, doesn't mean they don't exist.
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If anyone's seen the video of how Microsoft's Usability Labs helped refine joypad FPS controls for the original Halo (I think it's only shown to xbox licensees and dev teams), then they will be quite excited about the prospect of Halo Reach doing the same for integrating head tracking etc.
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If you look at Minority Report and the Minority Report inspired interface in Quantum of Solace, it's quite obvious that a mouse would have been much more useful.
The only use for this that I've seen so far is in flight simulator games, where they use this to move the view around the plane. It helps immersion, which those sim geeks loooove, and it also makes things slightly easier for them, since a flight sim has so many controls already. The ArmA 2 link above is an example, and I think with ArmA they already took it someplace where it's not of much use.
Edit: Nosebag above just contradicted my statement about ArmA and TrackIR. But I bet he's a sim geek
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I do a lot of them with just a gamepad when playing FPS's. Eg. streching my neck when I zoom in with a weapon, tilting my head when I peer around corners.
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"There are plenty of ways that this technology could be used effectively to improve a game experience." This is what worries me as the exact same thing could be said for the new PS3 eyetoy which is so underused if not just for quirks within games. The exact same fate will manifest itself for Natal and the PS3 wand I suspect if the attach rate is not great enough to encourage support. I optimistically hope I'm wrong about the attach rate for both Natal, wand and eyetoy over the coming years as I'm really excited about the possibilities and it would seem R & D tool programmers are to.
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For example, with Natal MS are presenting an all-in-one (full-body) solution, whereas Sony's approach is more incremental.
For example, head-tracking can be done using a regular webcam, or eyetoy. If you check out the FaceAPI promo on youtube they actually mention Sony demonstrating this tech at GDC in 2008. The wands expand this to provide high-accuracy manual controls in addition to the normal camera-scan functions.
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"The technology for this has been possible for quite some time, but there just aren't that many good applications of it."
That is awlays the way with new technology. At some point it matures, or the required peripheral gets a decent installed base, or whatever. Saying "its not happened yet" is no reason that it won't happen now or in the future. Rarely anything in games happens perfectly and in a widespread way on its first outgoing. A slowburner is no bad thing if we get to the good stuff in the end.
"If you look at Minority Report and the Minority Report inspired interface in Quantum of Solace, it's quite obvious that a mouse would have been much more useful. "
I've not seen the QoS implementation of this. Is it the same thing? It could simply be (as I keep referring to) that they simply did a bad job of implementing a good idea.
@Stormflood
Surely just pointing your camera at you, wherever you choose to sit, is what is important. As for the "not face on" thing, I bet your face is face on (if you get my meaning). I doubt you play games squinting out of the side of your eyes. And the system appears to be able to deal with a certain amount of "side-on" viewing of the face. Plus any developer that didn't include calibration routines in a game that used this would be mental.
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"On console first person shooters, I'm in either two positions.. laying down on the sofa, or sat leaning forward, arms resting on my thighs. Head tracking wouldn't suit either position for me."
Really? I'm not saying it would work, but I think it is a little early to make strong assumptions about the limits of this system. The video we have all seen showed the face tracking to be quite robust, so I don't see why it couldn't cope with the a face that is resting at an angle. The only key issue is making sure you can zero whatever position the face is in when it is "at rest", and like I said my previous post, a calibration routine should be standard.
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I love this idea and want it to work a lot but looking around while your eyes are fixed forward to a screen is a bit a annoying, I reckon my eyes will end up going with my head to look around for it to be comfortable. That VR Game Gun Triggerhappytel linked to is excellent! I'd buy one.
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It should be free DLC then. Valve are greedy - this is just a mod which someone else wrote and they're making big profits out of it and I never liked it anyway 'cos I don't like it and -oh-
Wrong thread.
Sorry.
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Oh the chap does mention in the YouTube comments that his head movements were exagerated for the video demonstration.
My only concern with all this body tracking technology, is that were going to have to sit really still whilst playing games. Or else scratching your head or fidgeting about getting comfy on the sofa will mess up your game.
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