This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Integrating Dynamic Full-Body Motion Devices in Interactive 3D Entertainment
July/August 2002 (vol. 22 no. 4)
pp. 76-86
Kamen Kanev, Institute of Network Technology
Shigeo Kimura, Kanazawa University

The impact of today's interactive 3D computer games and multimedia entertainment is enhanced through advanced user interfaces providing for full-body dynamic motion feedback. Design and development of such games presents a real challenge and calls for appropriate rapid prototyping and simulation tools. In this paper we present our dynamic motion enabled Game Design and Simulation environment (GDS), which supports incremental game design, simulation of 3D game worlds, characters, behaviors and dynamic full-body motion feedback. Different commercially available motion chairs and motion platforms are discussed in the context of game simulations with full-body motion feedback. An approach for integrating such motion devices into GDS is presented. An experimental multiple CPU motion control system and its usage for integration of pneumatic motion devices into GDS is described.The multi-player VR game VirtuaFly2 has been enhanced with full-body motion feedback and Dynamic Motion Chair (DMC) based player and observer seats have been introduced. A Motion Ride Control system for multimedia entertainment has been developed and currently Motion Ride theaters are being built with it.

1. D.C. Brogan, R.A. Metoyer, and J.K. Hodgins, “Dynamically Simulated Characters in Virtual Environments,” IEEE Computer Graphics and Applications, vol. 18, no. 5, pp. 58-69, Sept. 1998.
2. "Densha de GO," TAITO Amusement Magazine, vol. 23, Aug. 1998, p. 4.
3. K. Kanev and T. Sugiyama, "Design and Simulation of Interactive 3D Computer Games," Computers&Graphics, vol. 22, no. 2-3, Mar.-Jun. 1998, pp. 281-300.
4. N.A. Pouliot, C.M. Gosselin, and M.A. Nahon, "Motion Simulation Capabilities of Three-Degree-of-Freedom Flight Simulators," J. Aircraft, vol. 35, no. 1, Jan./Feb. 1998, pp. 9-17.
5. M.A. Nahon and L.D. Reid, "Simulator Motion-Drive Algorithms: A Designer's Perspective," J. Guidance, Control, and Dynamics, vol. 13, no. 2, Mar./Apr. 1990, pp. 356-362.
6. L.R. Tokashiki, T. Fujita, and T. Kagawa, "Dynamic Characteristics of Pneumatic Cylinders Including Pipes," Proc. 9th Bath Int'l Fluid Power Workshop, Am. Tech. Publishers, Herts, UK, 1996, pp. 382-396.
7. T. Fujita, A Study on Dynamic Characteristics of a Pneumatic Cylinder System (in Japanese), doctoral thesis, Dept. of Control and Systems Eng., Tokyo Tech. Univ., Tokyo, 1998.
8. K. Kanev and T. Sugiyama, "Virtua-Fly," Proc. Virtual Reality Soc. of Japan Annual Conf., 1996, pp. 115-116.
1. P.H. Oosthuizen and W.E. Carscallen, Compressible Fluid Flow, McGraw-Hill, New York, 1997.
2. T. Fujita, A Study on Dynamic Characteristics of a Pneumatic Cylinder System (in Japanese), doctoral thesis, Dept. of Control and Systems Eng., Tokyo Tech. Univ., Tokyo, 1998.

Index Terms:
computer game simulations, virtual reality games, multimedia entertainment, full-body dynamic motion, pneumatic motion devices, motion chairs, motion platforms, dynamic motion control, motion ride theaters.
Citation:
Kamen Kanev, Shigeo Kimura, "Integrating Dynamic Full-Body Motion Devices in Interactive 3D Entertainment," IEEE Computer Graphics and Applications, vol. 22, no. 4, pp. 76-86, July-Aug. 2002, doi:10.1109/MCG.2002.1016701
Usage of this product signifies your acceptance of the Terms of Use.