QuakeRunner
The new version of QuakeRunner is now a Quake3Arena(TM) mod instead of using my own madness
VR engine. I have no time to enhance my engine further and so I decided write a mod. I'm looking forward to use Doom 3 as the underlying rendering engine
as soon as it is available.
I've created a short video (~2 min) that shows the concept of QuakeRunner with live recorded footage. Below you can see some screenshots of the
movie:

QuakeIIIRunner.avi (Codecs: DivX Video, MP3 Audio, Size: 10 MB)
Idea
The idea of QuakeRunner is to recognize real patterns for running, jumping
and crouching and to use them as a replacement for the keyboard/mouse/joystick interaction paradigm of the original game.
The interface makes the player feel the bodily action of the game first hand. The implicit feedback of the interface creates a
deeper sense of immersion than traditional interfaces and at the same time has a positive impact on the fitness of the player.
Theory
A recent research topic are new game environments which connect real and
virtual elements into a game: mixed reality games. In augmented reality the
real world is overlaid with computer generated images whereas in augmented
virtuality the virtual world is enhanced with real images. Two well known
examples are the AR Toolkit for augmented reality
applications and Sony's EyeToy for augmenting virtuality.
Different technologies exist to achieve this integration: camera, trackers, and others.
Todays gaming takes place in front of a computer screen where the player is
controlling avatars using abstract codes from input devices like Joystick or Keyboard.
There is no direct embodiment of the player and the game although players are getting
often into a trance when playing a game.
Mixed Reality games are showing a new kind of human-computer-interaction paradigm.
The human body is more and more replacing the standard input devices like keyboard,
mouse, joystick and joypad. The point of interaction is moving away from devices
towards a natural user interface. Players actions are no longer indirect and
mediated by devices. A jump will become a jump, run is running. The abstract
buttons/arrows are replaced by direct actions of the user. Real actions and gestures
are translated into virtual ones with a nearly one-to-one mapping.
Games utilizing joysticks, keyboards or mouses as the input device are faced with
the need of creating a code that enables the player to control the virtual avatar.
Sometimes these can be pretty huge as the joystick mapping for FIFA2003 for
example shows: see here.
With the new-style, known as Body I/O, there is no need for learning abstract moves
in order to play the game. Real actions are virtual actions that control the avatar.
This new interaction concept overcomes various limits of the „standard“ devices.
Also, the interface is vanishing and hardly recognizable by the user. Non experienced
players may use this interface to play computer games. Social interaction becomes
important and some of the aspects of traditional gaming are maintained.
Desgin
The figure below shows the design of the system. The user wears
a small receiver of a magnetical tracker from Polhemus Inc.
The device returns information about position and orientation relative to the emitter.
By analysing the data using heuristics the patterns are recognized.
Running for example is a sequence of alternating up and down motions. The frequency of up/downs
is used as an indicator for the running speed.
A physical simulation engine uses these actions as input and moves the avatar
according to the real player. Also map effects like jump pads
and transmitters are recognized.
The implementation is based on the free Madness VR Engine which supports
features like: Avatars, Multi-PC rendering and Multi-Player support. Multi-PC
rendering capacity enables us to create wide-screen displays using multiple projectors
(e.g. 3*60=180 degrees field of view) or build a cave for complete immersion.
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