In-Depth Performance Testing Guide for IT Professionals
“From Video Game to Digital Playground” Virtual Reality and Augmented Reality Siggraph Asia 2018 courses
1. “From Video Game to Digital Playground”
Hirofumi Motoyama
Eiji Iwata
BANDAI NAMCO Studios Inc.
2. “From Video Game to Digital Playground”
Virtual Reality and Augmented Reality
3. Introduction:
Hirofumi Motoyama (Future Lab)
Creative Director at BANDAI NAMCO Studios Inc.
20yrs+ experience as a game designer in the video game/entertainment industry.
Previously worked for NAMCO, UBISOFT, and SEGA.
2
6. Presentation Timeline
Chapter one: The history of video game and XR – 20min
1. History of Video Games & VR/AR/MR
2. Link Between Digital & Real World
3. Digital Content Moving Out of the TV Screen
Chapter two: Digital Playground - The projection based VR – 20min
4. Children & Virtual Reality
5. Design Process - Analog Play & Digital Technology
6. Game Design Which Embraces Human Tendencies
Chapter three: Social Communicator - The HMD based MR – 20min
7. Mixed Reality is “Social Communicator”
8. Social Play = Collaborative Play
9. Amazing Findings
Chapter four: Technical details of MR – Coordinate Engineer – 30min
10. Coordinate system in Mixed Reality attraction.
11. Spatial Scan & Simulation on Editor
12. Light Up The Reality
Chapter five: Our vision of the “Playful World.” – 10min
13. The latest Digital Playground Projects
14. The Magical Moment
15. Conclusion: The world we live in is a “Playful world”
Q&A – 5 min
TOTAL: 105 min 5
51. 50
Future of outside of the monitor experience?
Looking Glass Factory, Inc
Looking Glass Factory, Inc
Illustration credit is Lui Antonio, Jr and Hannah Liongoren
56. “Kid’s Beach”: Play Content Overview
• catch a variety of realistic fish
• Playing with sea or tide pool
• Transition between shallows – tide pools – Big waves – whale jump
• Interaction with sea creatures such as sea anemone and fish
Ⓒ BANDAI NAMCO Studios Inc.
55
58. In UK
(Image: Handout, Publicity Picture)
https://www.birminghammail.co.uk/whats-on/family-kids-news/indoor-beach-launched-tamworth-just-12330438
57
60. “EASY” to Enjoy with “MANY” People
Ⓒ BANDAI NAMCO Studios Inc.
Family oriented amusement Even if you are too close
no problem
59
61. 60
60
“First Step” into the content is crucial point
This feels good!
It’s fun!My feet
feels cold!
Linking Immersive Experience to the Physical Body
Ⓒ BANDAI NAMCO Studios Inc.
62. 61
Reality Further Enhanced by “Actual Things”
Reminiscing childhood
memoriesfeeling the sand
Ⓒ BANDAI NAMCO Studios Inc.
65. 64
Playground Equipment as an “Universal Language” Pt. 1
• Video game is a form of universal language
• If the game is fun, people in any country will actively play.
• Although there are differences in language, culture, and environment,
through gaming, players descend their soul down in the same world.
• Worldwide products consists of elements that can be enjoyed globally.
66. 65
Playground Equipment as an “Universal Language” Pt. 2
https://commons.wikimedia.org/wiki/File:Pieter_Bruegel_the_Elder_-_Children%E2%80%99s_Games_-_Google_Art_Project.jpg
Bruegel the Elder - Children’s Games
69. ②
①
The fish cannot be
caught
approximately 30 cm
above virtual sea
surface.
68
× Fish
escapes/can
not be
caught
○ Can
catch fish
“Primitive Interaction” Brings Back Fun & Happy Memories Pt. 2
Ⓒ BANDAI NAMCO Studios Inc.
51
71. 70
Game design allowing "getting tired"
There is no problem children get tired one content because they
will interest to another content.
migratory behavior.
73. 72
• “Combining analog amusement with digital technology”
• “Bringing back playful memories through primitive senses”
• “Understanding & accepting human nature of losing interest”
• “Removing competitive game mechanics to add focus on the
physical “presence” of playing on the real space”
Digital Playground design
81. 80
Person ⇒ Display ⇒ Person
Display with multi-touch
Person ⇒ Display ⇒ Person
Display with multi-touch
Everyone is gathering, but everyone is watching the display.
“Breakthrough Internet Communicator”
83. 82
Smartphone VS Mixed Reality Glass
Image:de:code 2017 JAPAN keynote http://www.atmarkit.co.jp/ait/articles/1706/08/news018_3.html
Eye Contact through glass
Social communicatorInternet Communicator
Communication between people
Person ⇒ Display
Display with multi-touch
85. Three Core Pillars
1)Real world:
8 square meters playfield at ARS Electronica Center Lobby
2)Centering theme - Real People & their Interaction:
3 Players equips a HoloLens and interact with each other by high-fiving
to change role (to PAC-MAN).
3)Diversity:
Each player is assigned to a specific role (PAC-MAN, CHERRY or a
POWER PELLET).
84
87. 86
PAC IN TOWN
Playground 8m×8m
3 players
3 HoloLens
1 Kinect V2
8,000 people played
3 developers
1 months to develop
Available Tomorrow !
SIGGRAPH ASIA 2018!
88. 87
Namjatown x MR Project Pt. 1
Real PAC-MAN Attraction “PAC IN TOWN”
[Limited Exhibition: Jan 15th (Mon) 2018 – May 6th (Sun) 2018 ]
93. A frequent question that’s asked about “PAC IN TOWN” is…
"Why wasn’t this game designed as single player
just like the original PAC-MAN?”
“Why is there a need to support three players?”
92
99. Benefits of MR 3: Sports factor
It’s safe & accident-free because players see the real people and real world.
players are given the freedom to move around just like playing a sport.
98
Ⓒ BANDAI NAMCO Studios Inc.
103. Mixed Reality has potential in
“encouraging sociability” through entertainment
This message alone sums up Mixed Reality’s uniqueness and what it has to
offer to the players.
“An innovative take on original PAC-MAN. The
social factor was fantastic. Great way to
experience playfulness with strangers.”
102
104. how the “PAC IN TOWN” alone triggered interaction between people who
were complete strangers before the game.
103
108. Eiji Iwata (Engineer)
2011: Joined Bandai Namco Games.
2013: Started development of AR/MR games on AR smart eyeglass Moverio.
CEDEC 2014: Session lecturer ”Unearthing New Entertainment with Binocular
AR Glass.“
2015: Participated in tech demo for “Summer Lesson.” PlayStation VR
Current: Developing MR games on HoloLens
Profile
107
109. What Engineers Should Do in MR?
1. Maintain orderly relations between virtual and reality.
108
2. Bring reality into development as resources.
3. Light up the reality!
110. Technological Topics
109
1. Coordinate system in Mixed Reality attraction.
2. Scanning of environment and installation in development process.
3. Design of audience view focused on engagement.
114. Play Flow of attraction
113
Free roaming
• Show guide UI
• Show guide characters
• Visualize spatial map
Riding
• Show characters
• Interact with spatial map
• Play
115. Seed of Complication 1 : Environmental Condition
114
Too Dark for
Position Tracking!
Real Time Tracking
and
Pre-Recorded Tracking
116. Seed of Chaos 2 : Development Style
115
Global Coordinate
Scene Local
Coordinate
Wave 1 Scene Wave 2 Scene Wave 3 Scene
117. Seed of Chaos 3 : Feedback from Test Play
116
Adjust my position,
or adjust your position?
118. Seed of Chaos 4 : Miss Understanding
Nothing appears on HoloLens
Integration
Position Correction Marker
Z Direction = Front
Programmer
C# C#
117
Z Direction = Back
119. Everything Messes Up Your Coordinate System
Environmental
Condition
Development
Style
Feedback from
Test Play
Miss
Understanding
120. You need wrapper!
Adopted Strategies
119
Coordination Wrapper API
C#
Coordination Engineer
Other Engineer Scene Designer Artist
C#
121. PAC IN TOWN – Spatial Sharing
• Unity World Coordinate
• View Camera Coordinate
• Location Venue Coordinate
• Kinect Coordinate
• Coordinates of two players
- System of Coordinates of the amusement
venue is determined by marker recognition.
- The coordinates of 3 players are shared
through the network per frame.
120
122. Operation Mosquito – Complex Coordinate System
• Unity World Coordinate
• View Camera Coordinate
• Amusement Venue Coordinate
• Amusement Ride Coordinate
• Estimation of simulation and tracking *
• Head of the person on the ride
• World coordinate of subscene (special sequence)
* We realized SLAM may not track consumers
riding the attraction due to darkness
- Worked around the issue by ignoring position
estimation via tracking during the ride and replace
the system by position estimation simulation.
121
126. Example 1: Level Design of Actual On-Site Location Created on Unity
Placement of characters in a specific position
Unity screen HoloLens field of view
125
127. Example 2: Level Design of Actual On-Site Location Created on Unity
Place events at specific points of the track course
Unity screen HoloLens field of view
126
128. Track of the ride
using HoloLens
Marker indicating
position of attraction
ride
Wall and placed
objects scanned by
HoloLens
Complete Scan of On-site Environment
127
129. Integration of Scanned Data
Mesh: Lower half
portion
Mesh: Upper half
portion
Track line of the amusement ride
c
Integration
Optimization
Integrated data of the real
environment
128
130. Optimization of Scanned Data
1. Deleting floor
and ceiling
2. Delete
unnecessary
mesh deriving
from the ride
and human
body
Mesh before
processing
Mesh after
processing
129
131. Two Coordinate System Modes: Internal Development Mode & On-site Mode
In-Office ModeOn-site Mode
Directional view is dependent
on HoloLens’ feature but is
fixed on the editor
The directional view follows
the direction of the ride.
130
132. Methodology for Optimizing Scanned Data
1. Retrieve maximum height and index from MeshFilter acquired from Spatial Map
2. Data optimization is conducted under fixed condition
• Delete mesh outside of a defined area from the course track to secure optimal field of
vision
• Trim surrounding mesh to avoid objects placed by Unity from being hidden
• Mesh acquired from the floor and ceiling will be deleted as it may obstruct the view
131
135. - Pixel-by-pixel of depth and color obtained by Kinect V2
are spatially placed, which enable correct occlusion.
Audience View of “PAC IN TOWN”
134
136. - Initial Aim:
Entertain audience.
- Unexpected Merit:
Engage everyone around the player to make it better experience.
Unexpected Merit of Audience View
135
137. What happened by Audience View
1. Players gather attention of an audience.
136
2. Operators and audience support players.
The Real World was Empowered!
140. Support Tool Developed for On-Site Operation
• Simple : Push 1 button to run games.
• Supportive: trouble shooting is shown.
139
141. What is the Synonym of Mixed Reality
140
Mixed Reality
Augmented Reality
Fake Reality
142. What Can You Do in MR Development?
1. Maintain orderly relations between virtual and reality.
141
2. Bring reality into development as resources.
3. Light up the reality!
153. How one ex-game developer helped grant Batkid's
wish to save Gotham City
Polygon
https://www.polygon.com/2013/12/14/5208764/batman-eric-johnston-batkid-make-a-wish-san-francisco
"The Batman to Miles' Batkid was a man
named Eric Johnston, a veteran video
game programmer who helped create some
of the games you know and, in some cases,
deeply love and fondly remember.
Mike Jutan, another Lucasfilm programmer
who played the part of The Penguin.
152
Polygon
https://www.polygon.com/2013/12/14/5208764/batman-eric-johnston-batkid-make-a-wish-san-francisco