Eye Toy Critique (2)

Introduction
Gamers have high expectations on realistic and immersive gaming. However, as the technology that drives games continues to improve the boundaries between the player and the game – the way in which the game is perceived and controlled hasn’t progressed with as much speed. Since the birth of computer gaming the idea of a perfectly realistic game has stood as the ideal to which most games aspire to. With this, developers and designers are constantly working to create a more realistic gaming experience for player. Traditionally this has taken the form of graphical improvement. However, as we have begun to reach a point of diminishing returns on graphical improvement, developers have started to look into other areas to improve.
The idea of interaction with games without a controller is nothing new, earlier attempts - with infrared, ultrasonic or movement sensors - failed because of high costs, precision lacking and suitable software. The use of interaction through a camera was explored before the Eye Toy as well. They were used in many arcade games and toys such as the Game Boy Camera, and more recently (and this affected the development of the eye toy) the Dreameye digital camera for the Sega Dreamcast. But with the resolution and cheapness of modern cameras and the processing power of the PlayStation 2 it became possible to mass produce the product and develop new and innovative games.
In 2003 Sony Released the Eye Toy with its first real game Eye Toy: Play. Which consisted of a series of mini games that exploited the Eye Toys capability of motion tracking. Since then Eye-Toy has released a further 19 games. One of the most influential Eye Toy games in relation to interactivity is Antigrav, which will be more looked at in more detail later on.
Design and Technology
The Eye Toy is a compact colour digital camera that sits on top of the users television or console. The camera is mounted on a pivot allowing for easy positioning and focusing. The focus can be adjusted by turning the ring around the lens. There is also a microphone built in, for uses such as recording video messages.

The technology uses computer vision to process the images taken by the camera; this allows the user to interact with the games through motion, colour detection and also through the built-in microphone, sound. Eye Toy shows 60 camera images per second on television. The user then has to stand one to two meters away from the camera and begin….
Interactivity, playability and Immersion
Eye Toy is a “multimodal,” these are input systems that do not require direct physical contact from the player: they receive input via audio or visual means increasing the usability for a gamer. The design of Eye Toy is to make the control of gaming less intimidating to inexperienced users, and hence attract new gamers to the market. Sony has realized that video games are the entry point for their strategy for continued growth into the living room. But the problem is that decisions in the living room are still mostly made by those Geoffrey Moore might label the “late majority”, the parents, grandparents, women, and all sorts of other demographics who together represent half the market and who would prefer to keep console systems and their long, jumbled cords connected to TVs in the basement, and kids’ bedrooms. These types of people generally lack the desire and patience to learn and gain the competence required to enjoy more complex games like Halo or Grand Theft Auto. Even if they wished to try, they have not developed the thumb and finger coordination required to simultaneously operate two analogue thumb sticks while also pressing a button combo. Eye Toy fills this gap in the market and now mum can wash soap bubbles off a window whilst dad is spinning plates. Neither has had to pick up a controller or learn where the Y1, square, or R buttons are. The Eye-Toy’s accessibility and intuitive interface encourages high levels of physicality combined with the opportunity for multiplayer participation that helps foster a sense of community in game play.
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The Eye Toy is not without fault due to the camera’s need to “watch” the player as they play, the camera can be very sensitive about how much light is in the room. Different games have a different tolerance for varying light conditions. To help let the player know when there is not enough light, there is a red LED on the front of the camera that flashes when it is too dark. This is limited too by the fact that it will not flash red when only some of the screen is too dark to detect and so disrupting game play and confusing the player when the game does not detect certain movement.
In answer to these limitations, Sony has filed a patent for a “wand” controller capable of illuminating different coloured LED’s in order to communicate the controller’s position and simple commands to the camera.
Play was one of the first games Sony produced for the Eye toy but it was Play 2 that started pushing the boundaries of what the Eye Toy could do. Play 2 unlike Play took advantage of some the Eye toys capabilities with increased accuracy it was also able to detect the speed and force of motion. This allowed for more depth in games like Baseball, where points could be awarded for more forceful hitting of the ball.
One of the most influential games for the Eye Toy was Antigrav released in November 2004. This was Sony’s first attempt at a “real” game for the Eye Toy targeted at an older age group. Earlier games such as play and groove were aimed at a much younger audience for family fun or parties.
There are a total of 5 levels in Antigrav:
1. The Falls: The main city in the game, with a section passing through a series of waterfalls.
2.Water Front: An industrial/Chinatown area, going through tunnels and ending up in a harbour
3.Skyway: A race around, above and through a series of skyscrapers. One of the most highlights of the course is a section where the player races down a building into oncoming traffic.
4.Aerodome: A lap based track with several “tiers” to work up. The higher the tier, the more “shortcuts” are available to the player.
5.Black Rock Ridge: The longest and most difficult course. It starts at the top of a snow-capped mountain reminiscent of typical snowboarding games. As the player descends the mountain, the temperature gets milder into a fall foliage atmosphere.
Unlike pervious games Antigrav was one of the first games where the users image is not shown within the game. Instead the player’s movements are shown through a predefined avatar. The Eye Toy video camera tracks the motion of the player’s head and arms, and transfers them to the character on the screen. Thus, while the player isn’t actually on the hover board, their body movements control how well the character on the screen can ride a hover board.
Antigrav was unique in it’s camera technology unlike other Eye Toy games where any kind of pixel movement is treated as input, this game used a form of face feature recognition software to track the player’s head position. Like in most games with the Eye Toy the tracking software is error-prone when lighting is inadequate. Antigrav breaks new ground in interactivity using immersive reality gaming, which is defined as gaming where the gamer believes that they are truly part of the game. It is also shown that characters that mimic players produce a more positive rapport than those, which are traditionally autonomous.
“Jeremy Bailenson and Nick Yee of Stanford University in California have found that viewers are more strongly influenced by avatars that mimic their own body movements. They asked 70 students to don a virtual reality headset to watch an avatar deliver a 3-minute argument about the benefits of a university ID card. The students paid more attention to avatars that copied their own head movements compared with avatars making pre-programmed movements, and found them significantly more likeable and convincing.”
(http://www.newscientisttech.com/article/mg18625035.800.html)
This sort of motion tracking allows a new sense of body control. AntiGrav makes a valid attempt to immerse the user by creating a strong feedback between the body action and the on-screen reaction of the avatar.
Summary
The Eye-Toy was designed to bring in a new market of gamers. Gamers that are intimated by controllers and complex button combinations, the Eye Toy removes the complications of playing a game and relies a gamers associate of gestures in the real world to be translated into the game such as running, jumping and wiping; all the actions are intuitive so there is no need to learn any new skill sets. The Eye-toy was initially aimed at casual gamers, the younger audience and the mature non-gamers with a series of short and fun interactive games that could be played with friends at a party or alone in the living room. With the creation of Antigrav a new type of game was introduced into the Eye Toy collection. Aimed at hardcore gamers the gamer adopted an avatar that solely reacted to the gamers movements creating new form of immersion into the game.
With the graphic technology for gaming slowing down developers are looking at new ways to excite gamers and one of these is forced feedback where the user can see how their movements manipulate the virtual reality that they are set in.
The future for Eye Toy
Speaking to the business publication, SCEE vice president Harrison stated that Sony is looking into the integration of a motion-sensing device into its next console, and suggested that the existing Eye Toy was a introductory test for the technology.
“Eye Toy was a signpost for things in the future,” enthused Harrison. “If you can attach very high-resolution, low-cost video cameras you can deduce some quite interesting things about their users. We’ll be able to extrapolate eye movement and gesture recognition, more complicated finger movement, and the logical next step of that is to deduce from a person’s facial expression and demeanour what their emotion state is.”
He also talked about the possibility of the new console with a menu system, which was entirely driven by hand gestures, comparing it to the computer system used by Tom Cruise’s character in the movie Minority Report.

(Eyedentify: Future game for PS3)
Although there’s no guarantee that a motion capture camera will be integrated into the PS3 hardware, it seems like a logical move for Sony on a number of levels. As well as opening up new game play possibilities, and scaling down the importance of the joy pad interface - often seen as a barrier to more mainstream acceptance of gaming as a pastime - it would offer a number of other benefits to the console.
Videos
References
http://www.exergames.com/exergames_when_exercise_m/eyetoy/index.html
http://www.gamesindustry.biz/content_page.php?aid=2625
http://en.wikipedia.org/wiki/Multimodal
http://en.wikipedia.org/wiki/Motion_capture
http://en.wikipedia.org/wiki/EyeToy:_AntiGrav
http://en.wikipedia.org/wiki/Computer_vision
http://uk.gamespot.com/ps2/sports/eyetoyantigrav/media.html
http://cs-exhibitions.uni-klu.ac.at/index.php?id=357
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