MICTLAN: THE JOURNEY A University Thesis Presented to the ... · This document describes the...
Transcript of MICTLAN: THE JOURNEY A University Thesis Presented to the ... · This document describes the...
MICTLAN: THE JOURNEY
__________________
A University Thesis Presented to the Faculty
of
California State University, East Bay
__________________
In Partial Fulfillment
of the Requirements for the Degree
Master of Art in Multimedia
__________________
By
Tommy Lothian, Bobby Trinh, Victor Varela
June, 2007
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AGP © 2007
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ABSTRACT
This document describes the research and production of a 3D video game, Mictlan: The
Journey, which aims to push the envelope in the way video games are played. The game
includes a type of controller not adopted in the gaming industry that utilizes the entire
human body to navigate the game. The content for the project is based on the myths of
after life from the ancient Aztec civilization.
Key Words – entertainment, innovation, controller, immersive, Aztec mythology, Unreal
2004, Mictlan, sensors, AGP, journey, 3D game, afterworld.
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MICTLAN: THE JOURNEY
By
Tommy Lothian, Bobby Trinh, Victor Varela
Approved: Date: James Petrillo ____________________________________________________ Teah King Graham ____________________________________________________ Janet Green ____________________________________________________ Rafael Hernandez ____________________________________________________ Scott Hopkins ____________________________________________________ Ray Mitchell ____________________________________________________ Gwyan Rhabyt ____________________________________________________
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PREFACE
The birth of this project goes back to the individual project of a member of Aztec
Gaming Production (AGP), in the summer of 2006. Believing that the rich content based
on the Aztec myth of Mictlan could serve as the backbone for a video game; they
embarked in what would be a roller coaster ride for the next year.
The three members believed the content was good, but felt the project needed
something to set them apart from other innovative video game controllers. AGP believed
that they had to create the next generation of video game controllers. In doing so they
came up with one question. What if one could fly? Or simulate flight?
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ACKNOWLEDGEMENTS
The members of AGP would like to thank all our family and friends, thank you for
believing in us. Also, to those who didn’t believe in us, you made us stronger.
To our advisor Janet Green, thanks for all your help and guidance. We would like to
thank Raquel Arcia, Timothy Druley, Teresa Hardy, William Lee, Joffrey Long, John &
Pat Lothian, Ray Mitchell, Marzetta Parish, Jill Vu, Tong Yan and everyone who helped
us out in any shape or form, thank you!
AGP
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CONTENT
ACKNOWLEDGEMENTS………………………………………………………........... vi INTRODUCTION…………………………………………………………………. .......vii PART 1: RESEARCH QUESTION……………………………………………….. ......... 1
Research Content…………………………………………………………... ..... 1 PART 2: PROJECT DESCRIPTION……………………………………………… ......... 3 PART 3: USER EXPERIENCE…………………………………………………….......... 5 PART 4: THE FRAME……………………………………………………………........... 7 PART 5: COMPUTER…………………………………………………………….. ......... 8 PART 6: BASIC STAMP………………………………………………………….. ......... 9 Features……………………………………………………………………....... 9 PART 7: HEAD MOUNTED DISPLAY…………………………………………. ........ 10 eMargin 3D Visor…………………………………………………………..... 10 PART 8: 3D SOFTWARE ………………………………………………………........... 12 Poser………..………………………………………………………………. .. 12 Bryce ..………………………………………………………………….......... 13 Maya.....…………………….…………………………………………....... .... 14 PART 9: 3D GAME ENGINE…………………………………………………….......... 16 The Unreal 2004 Engine.…………………………………………………...... 16 PART 10: CONTENT DESCRIPTION……………………………………………........ 17 The Myth ...........……………………………...………………………………17 The Story…………………………………………………………………… .. 19
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PART 11: PROJECT EXPLANATION…………………………………………… ....... 21 The Journey…………………………………………………………………. 21 Game Level Interaction Map........................................................................ 23 PART 12: SOUND………………………………………………………………… ....... 28 Soundtrack…………………………………………………………………... 28 PART 13: PROJECT FEASABILITY…………………………………………….......... 29 Changing Technologies……………………………………………………... 29 Production Plan……………………………………………………………. .. 30 Budget……………………………………………………………………… . 33 PART 14: AUDIENCE JUSTIFICATION………………………………………........... 34 PART 15: OBSTACLES…………………………………………………………... ....... 37 PART 16: HOW TO……………………………………………………………….. ....... 38 Exporting Static Meshes…………………………………………………….. 38 Creating Terrain Maps….…………………………………………………….38 Poser-to-Maya……………………………………………………………... .. 40 Maya-to-Unreal ED………………………………………………………..... 41 ActorX Setup………………………………………………………………... 42 PART 17: PERSONAL GROWTH……………………………………………….. ........ 43 Bobby Trinh ………………………………………………………………. .. 43 Tommy Lothian …………………………………………………………….. 43 Victor Varela ……………………………………………………………….. 44 PART 18: FUTURE DIRECTION OF PROJECT.……………………………….. ........ 46 PART 19: ASSESSMENT…………………………………………………………....... 51
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PART 20: ILLUSTRATIONS…………………………………………………….. ........ 53 PART 21: APPENDIX.………………………………………………………….... ........ 68 Appendix A: Feedback from Testers……………….……..………………. .. 68 Appendix B: Flowcharts…………………………………………..…............ 92 Appendix C: Waiver Form………………….……………………………..... 97 Appendix D: Risk Management Matrix………………..………………..... ... 98 Appendix E: Computer Specifications…………………………………….. 105 Appendix F: Marketing……………………………………………………. 108 Appendix G: Technology and Software Research....................................... 112 PART 22: WORKS CITED…………………………………………………......... ....... 119 Art and Content Sources………………………………………………….. . 119 Books……………………………………………………………………..... 120 Game Engine Support . ……………………………………………………..121 General Sources…………………………………………………………... . 122 Hardware Sources………………………………………………………… . 122 Maya and 3D Sources . ……………………………………………………..123 Music………………………………………………………………………. 124 Web Design Sources……………………………………………………… . 124
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PART 1. RESEARCH QUESTION
How can a non-standard control mechanism create an environment where the
user is able to learn the Aztec’s theological beliefs within an immersive 3D game?
Research Content
The entertainment industry is built on a never-ending cycle of innovation.
They are forever locked in a cycle of trying to provide more and more realism. This
change is mirrored by the evolution of technology. Consumers are lured with the
promise of more detail and more realism than before. Audio has gone mono AM radio
to high-definition digital, satellite radio to surround sound. Video has gone from black
and white, standard-definition, to full color, progressive-scan, digital high-definition,
broadcasts. Video games as well have progressed from monochrome squares to full
color high-definition massive-multi-player online 3D immersive gaming worlds.
Consumers continually demand more.
Some things have not changed though, input devices for example. Keyboards and
mice have been essentially the same for as long as the computer has been around. So
have the video game controllers, they are still essentially all hand held with various
types of directional pads and a few buttons. Sure, they have for the most part lost the
wires and vibrate when something exciting has happened in the game, but there has
been no real innovation.
Certainly the sound is clearer and the video is crisper and processors have
advanced to the point where they can render near photorealistic results instantly. We
do have steering wheels for driving games, miniature rods for fishing games, guns for
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hunting ducks, even controls for flying air planes, but what about games where you
are simulating flight.
This project is a major innovation in controller design, utilizing the whole human
body as the controller in a unique way. The entire human body has been utilized
before in products like the Sony Eye Toy and Dance, Dance Revolution. However,
the controller our project is proposing is unique in that the user will be suspended
horizontally, as opposed to standing vertically.
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PART 2. PROJECT DESCRIPTION
The game will be an immersive 3D environment. It will engage the user’s
whole body in a unique way. The user will be suspended horizontally to simulate the
sensation of flight. In addition to the suspension the user will be wearing a
stereoscopic head mounted display. Due to the positioning of the player during game
play, we thought it would be better to include a head mounted display to make the user
more comfortable. The display will have a head tracking system that will determine
the position of the user’s head. This will give the user a first person perspective from
which to control the game play. It will allow them to explore the game in a more
detailed and natural manner.
For both portability and strength, the suspension harness will need to be enclosed
in a strong frame. The frame will be constructed of 4 x 4s. It will be approximately 8
ft cubed; this will allow for almost everyone to be able to enter the suspension harness,
and be suspended. There will be six points of suspension. The suspension will be
achieved by cables attached to the frame using pulleys to get the cables to the
necessary equipment under the structure. The center suspension harness will be fixed.
The cables for the arms and legs will be attached using handles similar to ones used in
weight training machines. The first two are for the arms. Then there is the suspension
point for the upper body including the chest and abdominal areas. Two additional
suspension points will be slightly above the user’s knee on both legs. The last point of
suspension will be for the user’s ankles. All the suspension points will be fully
adjustable dependent on the users height, and the natural comfort level of their
wingspan to avoid any discomfort while suspended in the harness.
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Every part of the body that is used to help determine the direction of the character
in the game will have a cable extension transducer attached to it. As a result both
arms and right ankle will be connected to a separate cable extension transducer and
measure where the user is from the initial resting position. [See Appendix C
Suspension Harness Diagram]
The game will be a giant open world. The user will be flying through a section of
ancient Central America, as a spirit of a recently deceased Aztec common person. The
challenge is to find and complete the necessary tasks to get through to the afterlife and
reach Mitclan. The game will consist of puzzles such as follow the leader type, and
mazes.
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PART 3. USER EXPERIENCE
The user will walk into a lightly dimmed room. Around the edges of the room
will be information about the Aztec culture and their beliefs, most importantly those
relating to the religious beliefs about the afterlife. The information around the
computers area will give information about the myth, as well as tutorials on how to
play the game and safety tips. In the center will be a suspension apparatus, used to
experience the game. In front of the apparatus will be a big screen that will project
everything the user is experiencing, so that the audience can see what the journey is
like without entering the harness.
The computers in the room will have content geared at filling in the information
not covered in the video game, such as the type of people and deaths that are allowed
to go to the other houses. Along with filling in information not covered in the game,
there will be a module that gives information on how to proceed through the different
steps of the afterlife / game to reach nirvana as a common person. Another section of
the module will explain information mainly pertaining to the Western Paradise of the
Sun, where in the afterlife according to the Aztec legend, women who die during
childbirth are taken. Also in the modules will be information on the Aztec god Tlaloc
and the children that were drowned as sacrifices to the god of the rain. Finally, there
will be information on sacrificed enemies, warriors who die in battle or kings and what
happens to them during the afterlife. The other two modules are intended to teach the
user how to enter and use the controller properly to avoid injury and misuse of the
gaming installation. These two modules have video to illustrate proper use through
visuals and audio.
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The audience will see the user suspended in the harness wearing the equipment.
They will also see a projection of what the user is seeing in the stereoscopic head set
on screen in front of the user to add to the sense that they are flying.
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PART 4. THE FRAME
The frame is made of wood. The main upright supports are 8-foot 4 x 4s. The
base surrounding the upright pieces made of 8-foot 2 x 12’s. They are bolted to the
upright pieces using 6 interlocking 5-½ inch long 3/8 hex bolts. The height of the base
allows us to place all the electronics under the floor. The floor is supported by 8-foot 2 x
4s arranged in a tic-tac-toe grid. The floor is ½ inch plywood. The center of the floor is
supported further by adjustable steel supports that take out the bend in the floor. The roof
is constructed with 8-foot 2 x 6s. There is a plywood roof that helps to stiffen up the
frame. The cable used in the suspension and control of the game is able to support over
3,000 lbs. The cables are connected to the frame using steel uni-strut. The uni-strut is
suspended using 8-inch long U-bolts. Each point of suspension is secured in the channel
using a channel nut and a washer and jam nut. The eyebolts are capable of supporting
1400 lbs. The double block pulleys are capable of supporting 400 lbs each. The small
pulleys are capable of supporting 525 lbs. The large ones are capable of supporting 550
lbs each. Each of the eyebolts connects to the pulleys using an anchor shackle. Each
anchor shackle can support 666 lbs. We also use 2 forged eye nuts. Each of the eye nuts
is able to support over a quarter of a ton.
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PART 5. COMPUTER
We are using a Gateway Pentium 4 Computer. It is clocked at 1.8 GHz. It has
1.25 GB of RAM and an 80 GB hard drive. In addition to the standard array of ports, are
one serial port to connect to the BASIC stamp, and three USB ports. One USB port
connects the head mounted displays motion tracking sensor and powers the displays. The
second port on the back of the computer connects the USB game controller. The port on
the front uses a Bluetooth dongle, to connect the Wii remotes that are used as handles.
The graphics card is a new 4x AGP NVIDIA 6600 GT. It is configured for stereoscopic
vision with a resolution of 800 x 600 at 60 Hertz. The card also outputs on the additional
s-video connection to feed the DLP projector mounted to the roof of the project.
The basic stamp is a BasicATOM Pro 24 is reading the input from the cable
extension units using the analog to digital conversion. It is programmed to pushing the
buttons on the game pad. Both the Bluetooth Wii remotes and USB game controller
connect to the computer using the Human Interface Device (HID) protocol. HID is the
same protocol as the head mounted display uses to control the mouse during game play.
All the control devices connect to the unreal engine using HID. The last upgrade done to
the computer is a 5.1 surround sound card. It feeds out via optical audio to the 600-Watt
surround sound receiver.
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PART 6. BASIC STAMP
The project will be utilizing the Basic ATOM Pro=28M Development Kit as
the microcontroller. This microcontroller is self-contained and is very similar to the
educational basic stamp board.
Features:
• 32k of program space
• 2k bytes of user / system RAM
• up 8 A/D pins
• up to 100,000 plus instruction per second
• Code and pin compatible to the Basic ATOM
• Hardware based 32 bit math
• Based on the Hitachi 3664
Costs:
• $149.95
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PART 7. HEAD MOUNTED DISPLAY
During research we found several types as well as models that could be used
for our project. We have decided to use the following product because of the
product’s overall features best suited the needs of the project. This head mounted
display model is also very affordable.
eMagine 3D Visor Digital Display
This head mounted display is portable, lightweight and design for use with a
PC and Mac.
• Advanced state of the art head tracking device
• Full SVGA stereovision (800 x 3 x 600) OLEDs
• Full color (>16.7 million) pixels, High contrast (>200:1) ratio
• Low power visor
• Lightweight, compact, and ergonomic
• Integrated headphones provide high fidelity stereo surround sound
• Built in noise canceling microphone
• Borderless view
Specifications:
• Resolution: 800 x 600
• Virtual Image Size: 105in at 12ft.
• Field of View: 360 degrees
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• Input Signal: RGB signal input, 24 bit per pixel color
• Modes: 2D and 3D Stereoscopic
• Eye Relief: 25MM
• Power Consumption: <1.25W typical
• Power Supply: USB or 5V DC regulated
• Stereovision: Automatic detect of frame-sequential stereovision data
• Renders 2D and/or 3D video
Costs:
• $549.00
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PART 8. 3D SOFTWARE
Poser
Poser is a three-dimensional rendering and animation program optimized for
models depicting the human figure. The benefits of using this software are numerous.
It would make it very easy to create people that will be needed for the 3Dimensional
game. The export features are fairly limited as is the character creation ability. You
cannot create original characters using this piece of software. However, Poser offers
infinite opportunities to portray human diversity, form and expression. The problem
with Poser is that it is template driven. We will need to create many creatures as well
as human forms, and unless we can find templates for them there is nothing we can
use it for other than inspiration for creating human forms. Poser comes with libraries
of human, animal, and robot figures, poses, hairpieces, props, hand gestures and facial
expressions. Facial expressions are implemented through the use of morphs, which are
also used in many models to allow customizing of body and other features. Poser has a
large and avid following at a fairly high number of online community sites, and due to
the inability to perform sophisticated high-level 3Dimensional modeling inside the
application; the community has grown up around the trade and sales of Poser content.
The largest communities are Renderosity, Poser Pros, DAZ3D, Runtime DNA, and E-
Frontier's own Content Paradise. Another advantage to Poser is that it is scriptable,
using Python; many of the other 3Dimensional apps appear to be scriptable in a
similar fashion.
• Easy to create characters and morph implemented facial expressions
• High number of online communities
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• Poser is scriptable
Costs:
• $200.00
Bryce
Bryce is a texture-based rendering and ray tracing program ideal for creating
3Dimensional landscapes, space scenes, buildings and other objects. The feature set is
more complete than Poser, and the export options are better than Poser. The landscape
can be easily created and shaped to our liking. It integrates well with other
applications to make up for it’s own shortcomings. The one thing that Bryce does not
do so well is creating humans. It is very easy to import human forms from
applications like Poser and have them work perfectly inside of Bryce. It features tools
specific for creating atmospheres, trees, clouds and water. It has the ability to create
animations and a fly through of the created worlds.
• Easily create and shape landscapes
• Integrates well with other applications
• Features specific tools to create environments
• Animations and fly through of worlds can be created
Costs:
• $89.00
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Maya
"As game hardware has evolved over time, so has Maya, whether it’s through the
features the software offers or through our ability to customize the software to meet
our needs."
—Evan Wells, Naughty Dog co-president.
In developing our video game we wanted to find powerful software that
allowed us to integrate 3Dimensional modeling, animation, effects and rendering
solutions. In the process of researching several different software’s we decided to go
with Maya. Maya is a 3Dimensional graphics and modeling software owned by
AutoDesk. Maya is most often used in projects for the film, television, computer and
video games. One of the most important features we found was the ability to transfer
data and the compatibility between Maya and other software. Maya also features a
cross platform scripting language called Maya Embedded Language (Mel), similar to
Tcl. This allows the user good scripting language and the ability to customize Maya’s
functionality. This gives the animator the ability to program in Maya without the
experience in C or C++.
For the handling of larger, more complex scenes Maya allows up to 128 GB
for Windows XP, enabling artists the access to more memory than before. Maya also
allows for the display of High Dynamic Range Images like OpenEXR, TIFF, or DDS
image files that can be loaded into Maya as file texture. This will allows us to upload
images to add textures to our environments as well as characters and accessories.
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During our research we also found that Maya had more support for Unreal
Tournament’s game engine than 3D Studio Max and Softimage.
• Maya is compatible with Windows, Linux and Mac.
• Allows for unrivaled character animation
• Detailed character accessories can be created (clothing, hair or fur, ect.)
• Fast pace data transfer between Photoshop, Illustrator and Maya.
• Scene enhancement without loss of detail
• Maya allows more efficient collaborate workflows, massive datasets and
managing complex scenes.
Costs:
• Commercial Price - $ 1,999.00
• Student Price - $289.98
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PART 9. 3D GAME ENGINE
The Unreal 2004 Engine
The Unreal 2004 Game Engine is one of the most advanced game engines
around. It has several things that are very beneficial to our project. The first is
Matinee. It is an animation environment that works within the game engine itself to
create movies or cut scenes. In most video games there would be a break from the
action and a video would be loaded into another window and shown as the cut scene.
It has a very good engine, with many of the capabilities already created for flight as a
motion. It has comprehensive particle effect tools and generators, as well has advance
AI, and AI navigation. More importantly it has a variety of game types that make it
easier for our needs, for each of the various levels or challenges that we are building.
It is highly customizable, through a scripting language called Unreal Script. This is
probably the most important feature because no one in our group knows how to
program in C or C++, but we are all familiar with the concepts of scripting languages
and there is good documentation on how to create your own levels and games in
Unreal tournament. Lastly, Unreal Tournament 2004 has a strong online community
that already has a very strong fan base.
Costs:
• $350,00.00
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PART 10. CONTENT DESCRIPTION
The Myth
The Aztec believed that where your soul went after you died depended on what
you did on Earth and how you died:
The Aztec culture viewed their lives as “being” and did not fear death. They
believed they were collaborators to the gods, chosen to maintain and nurture the gods,
who were crucial for the survival of the world in general, and for the success of the
Aztec people. It is believed the food eaten by mortals was too ordinary for the gods.
It was the energy seated in the heart and blood, known as Teyolia, which could
strengthen and preserve the gods. The Aztecs compared Teyolia to a divine fire. It
animated the human being, giving shape to their sensibilities and thinking patterns. So
toward this end, the Aztecs created the ritual of the human sacrifice. Among other
rival groups, the Aztecs participated in exchanges called Flowery Wars. Unlike wars
of capture, the sole purpose of the battles was to take captives for human sacrifice to
the gods. The wars were more like honorable events; competitions to gather food for
the gods. Captives from other tribes were usually sacrificed by the Aztecs to their sun
god; Huitzilopochtli, who had chosen the Aztec nation over all others. Aztec warriors
were in turn sacrificed to the reining deity of the city who captured them. These souls
where rewarded with the highest level of after life, which was the Eastern paradise
called Tonatiuhican or “the house of the sun.” This was where the souls of all
warriors who died in combat or who died as sacrificial victims to the Gods elevated to.
The paradise also included the souls of the enemy warriors who had special “god of
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the enemy death.” It was believed that souls stayed in the Eastern paradise for four
years, and then they would return to earth as hummingbirds or other exotic birds.
The Aztecs also implied the faith in a paradise of the West. Like the Eastern
paradise, comprised of the kingdom of the sun: the Western paradise was where the
souls of women that died in their first childbirth rested. To these women the same
rank was granted as soldiers who died in the battle. They would also return to Earth,
but as phantoms of bad omens.
Tlaloc was the Aztec god of fire, rain, agriculture, and the paradise of the South.
In his kingdom he receives those killed by thunderbolts, water, and contagious
diseases. He is the consort of the water goddess, Chalchiuhtlicue, and sometimes
regarded as the father of the moon-god, Tecciztecatl. It was believed that he could
send down to the earth different types of rain, which would help crops, grow or
destroy them. Each year a large number of children were drowned as a sacrifice to
honor him.
The paradise of the North was called Mictlan and this was the Aztec
underworld where the rest of the souls who did not earn a privileged death went to rest
and was ruled over by its Lord and Lady. It was a dark place, reached by the dead
only after wandering for four years beneath the earth, accompanied by his "soul-
companion" typically a dog, which was customarily cremated with the corpse. The
cultural accounts of the trials a soul must go through to get to Mictlan are detailed
below in chronological order:
1. Cross a deep river—dogs were buried with their dead owners to guide
them on this journey.
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2. Pass between two mountains, which were joined together.
3. Climb an obsidian (a dark natural glass formed by the cooling of
molten lava) mountain.
4. Pass through icy wind that cut like a knife.
5. Pass through a place where flags waved.
6. Be pierced by arrows.
7. Pass among wild beasts, which ate human hearts
8. Pass over a narrow path of stone.
9. Reach this level where the soul found rest.
To make them make this trip, people were buried in a squatting position with
items to help them on the way. These items included water, the dog that was
mentioned at the first level of hell, a jade bead to act as the dead heart at the seventh
hell, and other personal objects to give to Mictlantecuhtli or Mictecacihuatl when they
got to the ninth region.
The Story
Chicahua Necahual was the older of two boys and at 19 he was looking
forward to marrying Meztli, his girlfriend whom he had been seeing for a long time.
Meztli was the beautiful 16-year-old daughter of a farmer. In the Aztec society
woman where considered ready to wed at the age of 16. Meztli was not the exception,
learning how to form a family, trained in art and trade to help ensure the welfare of her
future home. Everything appeared perfect except for Tlalli Tlachinolli, Chicahua
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Necahual’s 17-year-old brother. He was also in love with Meztli, but unfortunately
Meztli only had eyes for Chicahua Necahual. Tlalli Tlachinolli could not stand seeing
his brother along side the woman he felt should be his. Tlalli Tlachinolli would stalk
the two and curse their relationship as his blood filled with jealousy. One night as he
watched his older brother and Meztli holding hands he became enraged, out of
desperation and jealousy he pulled out his bow and arrow and shot Chicahua
Necahual in the back. Tlalli Tlachinolli had committed the dreadful act of murder.
Chicahua Necahual was only a farmer, according to Aztec myth he did not earn a
privileged death. He would now have to make the journey to MICTLAN.
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PART 11. PROJECT EXPLANATION
The Journey
The game opens on a sacrificial stone near the base of the Temple of the
Moon. The player must travel to the base of the temple to trigger the first cut scene
and get instructions on what his first objective is. The spirit ascends to the top of the
Temple of the Moon and then is greeted by the God Mictlantecuhtli. A brief narration
and visual instructions will be given to the player in the cut scene. In the Avenue of
The Dead there are many smaller temples, the player will be able to climb each temple
to explore the Avenue of the Dead. Throughout the journey there are items to be
collected, which will aid in the user’s journey. These items include, heart shaped jade
stones and water, as well as pulque to heal your arrow wound. The user is free to
explore the Avenue of The Dead for as long as they want, but once they leave there is
no way back until they have completed all the tasks necessary to reach nirvana. Once
the user leaves the Avenue of The Dead they are greeted by their spirit dog. The goal
of the first challenge is to follow the dog to the spot where you need to cross the river
and guide you to the entrance of the cave. It is a chase game. If you fail to keep up
with the dog, you can find the correct spot on your own and loose the help of the dog
throughout the section. Avoid crossing the river in the wrong area, the water is
dangerous and you will die.
As you progress through the game you will be reminded of the next challenge that
you will face to help you complete it. The closer you stick to the actual legend/myth
of the Aztec after life the more helpful it will be, you have to complete all the
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challenges in order. It will be up to the player to remember the order that challenges
must be completed in and that the marker to complete the objective is triggered.
The second step to the afterlife is to pass between the two mountains. The only
mountain range in the whole game is impassable. At the base of this range there is an
entrance to a cave. If you follow your dog closely across the river it will lead you to
the entrance. This path through the two mountains is really a maze that the user will
have to navigate through. Make the wrong turn and get lost, make all the right ones
and complete your second objective. The next objective is to find the obsidian obelisk
or mountain of obsidian, and climb it. This turns out to be a volcano, and you have to
dodge the falling boulders on the way up, at the top you must cool the volcano. If you
picked up the water at the base of the volcano, you will be able to throw it into the
crater at the top; this action will cause the volcano to instantly freeze. The next part of
journey begins as the plume of volcanic ash freezes and it comes falling back down
the mountain and you must race the icy winds to the bottom before it slowly kills you.
For the fourth objective of the journey you have to cross an area that will put you
in the path of flying arrows, you will be hit by one causing injury. You must then go
to the next objective, which you will need to pass between two rows of waving flags,
identify the color of your tribe and enter the village. This will complete your fifth
objective. Your sixth objective begins at the entrance to your village; there is an item
necessary for the recovery of the arrow wound and completion of this challenge. Find
the jug of pulque and drink it to heal your wound. Pulque is an alcoholic beverage
made from the fermented juice of the maguey1. Before leaving the village, make sure
1 "Pulque." Wikipedia. Nov. 2006 <http://en.wikipedia.org/wiki/Pulque>.
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you collect your jade bead; you will need it to complete your last objective. As you
wander around the forest, drunk from drinking the pulque, you start to see an
imaginary beast (your inner demon). This beast will try to eat your human heart. You
must rush the beasts before he awakes. Approach the beast while he is still sleeping,
you must aim and throw the jade heart that you picked up back in the village at the
beast. Once you have completed this task you sober up and must trigger the last
marker at the end of the forest to return to the Avenue of the Dead.
Once the entire tasks are completed you will return to the Avenue of The Dead,
and ascend to the heavens where your soul will receive eternal rest.
Game Level Interaction Map
Trigger 1 – Located at the base of the Pyramid of the Moon. [Proximity event]
The first trigger within the game will trigger the first matinee sequence. During
the matinee sequence, there is a sub action that calls out for the subtitle script. This will
cause the subtitle to appear on screen. Within the same matinee, another sub action will
call out to the voice over. This matinee sequence will also call out to the AI script that
will control the xpawn that is located on the top of this pyramid. Trigger will also send a
command signaling the first objective as complete and then activating the second
objective and trigger.
Trigger 2 – Located at the base of the dog xpawn. [Proximity event]
The second trigger will receive the activation call from the first trigger. As a
result this trigger will flipped to the active state. The trigger will activate the dog xpawn
AI script and the voice over. The trigger will then send the command signaling the
second objective as complete and then activating the third objective and trigger.
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Trigger 3 – Located at the cave entrance. [Proximity event]
The third trigger will receive the activation call from the second trigger. This
trigger then activates the teleporter; cave matinee sequence, music change, and voice
over. Matinee sequence sub action calls the sub title script. When the matinee sequence
ends the player will be at the beginning of the maze. This trigger will also turn off the
first player start point and sets the second player start point at the beginning of the maze.
The trigger will then send the command signaling the third objective as complete and
then activating the fourth objective and trigger.
Trigger 4 – Located at the end of the maze. [Proximity event]
The fourth trigger will receive the activation call from the third trigger. This will
activate the matinee sequence, music change, voice over, and teleporter. The matinee
sequence sub action calls to the sub title script. This will also turn off the second player
spawn point and set the third player spawn point at the base of the volcano. When the
matinee sequence ends the player will be at the base of volcano. The trigger will then
send the command signaling the fourth objective as complete and then activating the fifth
objective and trigger.
Trigger 5a – Located at the top of the volcano, under lava volume. [Destroyable
event]
The fifth trigger will receive the activation call from the fourth trigger. The fifth
trigger will activate once destroyed. Once destroyed the trigger will activate the matinee
sequence, voice over, and volume mover. The trigger will also turn off the volcano
emitters. This will also turn off the third player spawn point and set the fourth player
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spawn point at the top of the volcano. The trigger will then send the command signaling
the fifth objective as complete and then activating the sixth objective and trigger.
Trigger 5b – Located at the base of the mountain. [Proximity event]
This sub trigger will send a message to the player that they reached the base of the
mountain successfully.
Trigger 6 – Located at the entrance of the forest. [Proximity event]
The sixth trigger will receive the activation call from the fifth trigger. This trigger
then activates the matinee sequence, voice over, and music change. The matinee sub
action will then activate the sub title script. The trigger will then send the command
signaling the sixth objective as complete and then activating the seventh objective,
trigger, and damage volume.
Trigger 7 – Located at the entrance of village. [Proximity event]
The seventh trigger will receive the activation call from the sixth trigger. This
trigger then activates the matinee sequence and voice over. The matinee sub action will
then activate the sub title script. The trigger will then send the command signaling the
seventh objective as complete and then activating the eighth objective and trigger.
Trigger 8 – Located at the entrance of village. [Proximity event]
The seventh trigger will receive the activation call from the sixth trigger. This
trigger then activates the matinee sequence and voice over. The matinee sub action will
then activate the sub title script. The trigger will then send the command signaling the
eighth objective as complete and then activating the ninth objective and trigger.
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Trigger 9 – Located at the jade bead weapon base and med base. [Proximity event]
The ninth trigger will receive the activation call from the eighth trigger. This
trigger will give the player fifty points of health. The player will then receive the Jade
Beads from the weapon base. The trigger will then send the command signaling the ninth
objective as complete and then activating the tenth objective and trigger.
Trigger 10 – Located at entrance of the second clearing. [Proximity event]
The tenth trigger will receive the activation call from the ninth trigger. This
trigger will activate the matinee sequence, voice over, and music change. The matinee
sub action will call out to the subtitle script that will display in the letterbox. This trigger
will then send the command signaling the tenth objective as complete and then activating
the eleventh objective and trigger.
Trigger 11 – Located inside the static mesh of the beast. [Destroyable event]
The eleventh trigger will receive the activation call from the tenth trigger. This
trigger is a destroyable trigger. Once the trigger is destroyed this will activate the
teleporter. The trigger will then send the command signaling the eleventh objective as
complete and then activating the twelfth objective and trigger.
Trigger 12 – Located under the beast and on the stone platform. [Proximity event]
The twelfth trigger will receive the activation call from the eleventh trigger. This
trigger is linked to the teleporter. Once the player enters the teleporter the trigger will be
activated. This trigger will activate the matinee sequence, music change, and voice over.
The trigger will then send the command signaling the twelfth objective as complete and
then activating the thirteenth objective and trigger.
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Trigger 13 – Located at the top of the Pyramid of the Sun. [Proximity event]
The thirteenth trigger will receive the activation call from the twelfth trigger. This
trigger will then send the command to the “ASRound_End” script signaling the end of the
round and game.
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PART 12. SOUND
Soundtrack
For the score of our video game we chose to use the soundtrack of the motion
picture Apocalypto, by director Mel Gibson. Apocalypto is a movie about the ancient
Mayan culture. Specifically about a young Mayan man whom has been captured and is
to be sacrificed, but escapes and returns to the land he calls home to be reunited with
his family. Essentially a chase film, Apocalypto’s soundtrack is rich with heart
pumping music that fills the viewer with adrenaline. This is why we chose this
particular soundtrack, to support the visuals in our video game. Specifically for use in
the cave, volcano and the beast sections, all areas in the level that required action
theme music.
Section Song
Avenue of the Dead Storyteller’s Dream
Cave Holcane Attack
Volcano Tapir Hunt
Forest An Elusive Quarry
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PART 13. PROJECT FEASIBILITY
Changing Technologies
Given the current trend in video gaming technology, the need for this type of
controller is growing, along with the demand of user-friendly interfaces for various
gadgets that we tend to own. We first saw this in Nintendo's Gameboy. A first
generation gaming system contained only two screen displayed colors were only olive
green and grey. Gamegear was the next portable console to arrive on the scene as
competition for Nintendo’s Gameboy. Sega offered full colored display and a more
complex controller. Even with the full color display Sega failed to reach the
popularity of Nintendo’s Gameboy. In turn, Nintendo made their portable console
smaller, and with full color display. This not only increased the sales of the portable
console but rooted them firmly in the industry of portable gaming. Sony introduced
The Portable Playstation (PSP) which features full color display, similar controller to
their Playstation 2, and full multimedia capabilities. Nintendo answered back with the
Nintendo DS, while still maintaining the original Gameboy controller setup. We have
observed that as the technology advances, the demand for the Gameboy continued to
stay strong due to its familiarity to the previous gaming consoles that the company has
sold. Even to this day, the portable Gameboy is still popular among the gaming
community due to its simplicity.
With the release of the Nintendo Wii and Sony’s Playstation 3, there is a
popular trend for more innovative and unique controllers that incorporate more parts
of the human body. We believe that with the success of our controller, our project
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would help further open a new door behind video gaming interaction with not only the
hands and wrists of the user, but with the entire human body.
Production Plan
AGP is comprised of three members, which required collaborative
communication skills. To improve the efficiency of our work and research we used a
project management website called Project Path to keep our work organized and
prevent confusion. Here are the web links to our management website and our official
website.
https://aztecgamingproductions.projectpath.com/login
http://www.officialagp.info/
The following milestones were critical to meeting the required production
timeline.
Milestones
Member
Due Date
Research Aztec Myth Victor Varela Wednesday, 08/05/06 Research Technologies AGP Wednesday, 09/11/06 Brainstorm Ideas for Storyline AGP Tuesday, 08/07/06 Build Model of World AGP Saturday, 09/08/06 Group Meeting @ Victor's AGP Friday, 09/22/06 Presentation Meeting @ Tommy's AGP Sunday, 09/24/06 Presentation Rehearsal @ Victor's AGP Monday, 09/25/06 Presentation 5:45 @ Grad Lab AGP Tuesday, 09/26/06 Complete Framework for Cube Bobby Trinh Wednesday, 10/11/06 Wii Pre-Order @ Game Stop AGP Friday, 10/13/06 Group Meeting @ Bobby's AGP Saturday, 10/14/06 Maya 7 Group Training AGP Wednesday, 10/18/06 Complete Harness for Cube AGP Tuesday, 10/31/06 Hacking USB Controller Tommy Lothian Friday, 11/17/06 Case Modding Tommy Lothian Thursday, 12/15/06 Promotional Website Up Bobby Trinh Monday, 01/22/07 Story Board for Promotional Video AGP Wednesday, 01/31/07 Thesis Revision 2.0 AGP Wednesday, 01/31/07 Website Updated Bobby Trinh Wednesday, 01/31/07 Testing Microcontroller Tommy Lothian Wednesday, 01/31/07
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Milestones Member Due Date
Research History of Aztecs Victor Varela Monday, 02/12/07 Software Writing Tommy Lothian Monday, 02/12/07 Storyboard Myth Victor Varela Monday, 02/12/07 Script out Voice Over AGP Thursday, 02/15/07 Circuit Design Tommy Lothian Thursday, 02/15/07 Documentation Tommy Lothian Friday, 02/16/07 Record Voice Over AGP Saturday, 02/17/07 Physical Installation Improvements Done Tommy Lothian Monday, 02/19/07 Controllers Working Tommy Lothian Monday, 02/19/07 Complete 1st half Module 2 Bobby Trinh Monday, 02/19/07 Complete 3D Models Tommy Lothian Monday, 02/19/07 Edit Story of Game Victor Varela Monday, 02/19/07 Wiring Sensors Tommy Lothian Tuesday, 02/20/07 Testing Sensors Tommy Lothian Thursday, 02/22/07 Calibrating Sensors Tommy Lothian Friday, 02/23/07 Edit Voice Over's Tommy Lothian Saturday, 02/24/07 Promotional Video Due AGP Wednesday, 02/28/07 Completed 2nd half of Module 2 Bobby Trinh Wednesday, 02/28/07 Animate 1st half of Module 3 Victor Varela Wednesday, 02/28/07 Complete Flash Game/Video Tommy Lothian Saturday, 03/03/07 Test Scripting AGP Wednesday, 03/07/07 Animate 2nd half of Story Victor Varela Wednesday, 03/07/07 Submit hardcopy of Story to Bobby Victor Varela Wednesday, 03/07/07 Bug Testing Tommy Lothian Wednesday, 03/07/07 Presentation Rehearsal AGP Wednesday, 03/14/07 Finalize Script for Voice Over Victor Varela Tuesday, 03/27/07 Test Scripting (Character Movement) Bobby Trinh Friday, 03/30/07 Software Revisions Tommy Lothian Friday, 03/30/07 Testing (Trigger a Sound in Script) Bobby Trinh Friday, 03/30/07 Testing (Assault Scripting and Maps) Bobby Trinh Friday, 03/30/07 Complete 3D Models (5 items) Victor Varela Friday, 03/30/07 Removal of Timer in Unreal Bobby Trinh Friday, 03/30/07 Record Voice Over Victor Varela Friday, 03/30/07 Improvements Tommy Lothian Tuesday, 04/03/07 Audio Editing of Voice Over Done Tommy Lothian Tuesday, 04/03/07 Audio CD for Game Victor Varela Wednesday, 04/04/07 Sound Indexed Victor Varela Wednesday, 04/04/07 Testing (4 Legged Character) Tommy Lothian Saturday, 04/07/07 Testing (Modifying Default Settings) Tommy Lothian Saturday, 04/07/07 Terrain Completed Zones Layed Out Victor Varela Friday, 04/13/07 Story Board Video Sequence Tommy Lothian Wednesday, 04/25/07 Bug Testing Tommy Lothian Wednesday, 04/25/07 List of Visual Elements Tommy Lothian Wednesday, 04/25/07 MP3 File Transfer to Victor Tommy Lothian Wednesday, 04/25/07 Textured Static Models in UnrealEd Victor Varela Friday, 04/27/07 Software Revision Tommy Lothian Friday, 04/27/07 Poser Animation of Mictlan Done Tommy Lothian Friday, 04/27/07 Sounds in Unreal Bobby Trinh Friday, 04/27/07 Improvements AGP Saturday, 04/28/07 Shade screen Roof on Structure Victor Varela Saturday, 04/28/07 Narrative Completed Tommy Lothian Saturday, 04/28/07
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Milestones
Member
Due Date
Index New Sounds in Unreal Victor Varela Saturday, 04/28/07 Testing (Building our own Gun) Bobby Trinh Monday, 04/30/07 Additional Sounds from New Index Bobby Trinh Saturday, 05/05/07 Have Chiropractor Evaluate Structure Tommy Lothian Borrow Tumbling Mats for Floor Tommy / Victor Monday, 05/21/07 Thesis Paper Conforms to Guidelines Victor Varela Monday, 05/21/07 Begin Formatting Theses PDF File Victor Varela Monday, 05/21/07 Complete Maya Animations for Video Victor Varela Monday, 05/21/07 Scripting Tested and Ready for Unreal Bobby Trinh Tuesday, 05/29/07 Testing Challenges AGP Friday, 06/01/07 Final Video Tommy Lothian Sunday, 06/03/07 Website Finalized AGP Monday, 06/04/2007 Testing Completed Game AGP Monday, 06/04/07
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Budget
With an idea of what software and hardware we needed for the production of
our project we came up with a monetary figure that would adequately fund our project.
The table that follows outlines the budget that it took to realize Mictlan: The Journey.
Aztec Gaming Productions Financial Budget 2007 Summary - Working Budget
Category Actual 07 Budget
07 Forecast 06 Budget
Variance Forecast Variance
Hardware Category Computer $1,156.79 $800.00 $500.00 -$356.79 -$656.79 Controller $2,667.44 $3,000.00 $2,500.00 $332.56 -$167.44 Hardware Total $3,824.23 $3,800.00 $3,000.00 $24.23 -$824.23 Software Category Other Content $0.00 $0.00 $0.00 $0.00 $0.00 Plug-ins $542.18 $300.00 $200.00 -$242.18 -$342.18 Programs $289.98 $300.00 $800.00 $10.02 $510.02 Software Total $832.16 $600.00 $1,000.00 -$232.16 $167.84 Construction Category Building Materials $1,654.99 $1,200.00 $900.00 -$454.99 -$754.99 Other Building Materials $0.00 $300.00 $100.00 $300.00 $100.00 Software Total $1,654.99 $1,500.00 $1,000.00 -$154.99 -$654.99 Marketing Category Print Advertising $208.13 $400.00 $400.00 $191.87 $191.87 Internet Advertising $0.00 $0.00 $0.00 $0.00 $0.00 Marketing & Merchandising $229.16 $100.00 $100.00 -$129.16 -$129.16 Marketing Total $437.29 $500.00 $500.00 $62.71 $62.71 Administrative Category Learning Materials $237.95 $300.00 $300.00 $62.05 $62.05 Office Equipment $0.00 $100.00 $0.00 $100.00 $0.00 Office Supplies $167.90 $100.00 $200.00 -$67.90 $32.10 Administrative Total $405.85 $500.00 $500.00 $94.15 $94.15 Total Controllable $7,154.52 $6,900.00 $6,000.00 -$254.52 -$1,154.52
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PART 14. AUDIENCE JUSTIFICATION
Today’s audience of video gamers has drastically changed over the past couple
of years. 2The typical age, which was normally under 21 years of age, has grown
steadily for the past five years. Today, 69% of American heads in households play
video and computer games. Of that percentage, 44% are between the ages of 18-49
years of age. What is the bottom line when it comes to profit? In 1996 the dollar sales
growth for computer and video games was merely 2.6 billion. In 2005 this increased
to 7.0 billion with its peak in 2004 with a reported 7.4 billion sales growth. Another
interesting aspect to this is that in 2006, 42% of Americans plan to purchase games
during the year. Due to the content of the project we are aiming toward the 69% of
people who play games.
As the popularity of consoles continued to grow in mainstream adoption, the
seeking of more innovative controllers is not only being pushed by the public, but
from big video game companies as well. For example Nintendo’s Wii controller
resembles the look of a traditional remote controller. Microsoft has also joined the
raced for developing innovative controllers with its force feedback wheel, which is
aimed toward the racing genre. These controllers maybe slow in the development
phase but the need for these improvements is loud and clear. It is very apparent that
computer based games are becoming an integral part of our modern society.
There is a clear popularity and demand for more unique controllers. On Sony’s
Playstation 2, Guitar Hero was released with a guitar shaped controller. At Dave and
2 "Essential Facts." http://www.theesa.com/archives/files/Essential%20Facts%202006.pdf. (25 June 2006)
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Busters, an arcade located in Milpitas that is focused on an older crowd, they have two
Japanese games that are dependent on the movement of the human body. These
games help get the gamer out of the sitting position and into a more active role in the
game.
Nintendo came up with the Donkey Konga controller, where the user will hit the
drums to initiate a certain move within the game. This controller is unique because
the player does not need to push a button or the directional pad to operate it. Instead,
the player would use the controller much like a musical instrument. Another
innovative controller developed during the life of the original Nintendo Entertainment
System, was called the Power Glove. The glove had a traditional D-pad on the
forearm and numbered buttons. The numbered buttons change the settings of the
glove. Moving the glove in certain ways controls the character on the screen.
Nintendo has developed another controller for this very console; however there was
very little popularity for this controller. U-force was a controller that utilized infrared
technology to help detect where the player’s hands were to activate a button. As a
result, the player never really had to press a button on an actual controller. The idea of
more intuitive controllers has been in development for many years. They are just
beginning to gain popular attention in mainstream media, pop culture, and in the
gaming industry today.
However, Nintendo is not the only company that has taken their chances with a
more innovative controller. During the time of the Sega Genesis, the company came
out with another controller named the Sega Activator, which was very unique. It was
an octagonal shape and began taking up more room then the traditional controller at
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the time. To operate this controller the player had to stand in the center of the
octagon. Each side of the octagon corresponded with a button on the controller. To
active the button, you would stick your arm or leg over the panel/side of the octagon.
Along with this controller, the company also came out with another controller fishing
rod controller for their bass fishing game that was released on Sega Dreamcast.
However, the popularity of these controllers has been less then successful when it
comes to revenue growth for these various companies. We believe that our controller
that uses the entire human body would be very successful because it gets the gamer up
from their sitting position and fully give the gamer the illusion of complete immersion
into the game. Emerging trends, with new gaming technology, enable players to more
closely mimic physical interactions with their real world experiences into their game
or interactive role playing experiences. From previous initial research we have
observed that this technology is already in use. However, because we are planning on
placing the entire body, off the floor, forcing the user to concentrate on how their body
reacts to their individual movements.
The head mounted display is needed to give the user the experience of truly
flying through the 3D environment. Due to the content and its relationship with the
spiritual world, it is important to transcend the user by giving them the feeling that
they are flying through the environment. This interactive video game, though not
extremely physical, will keep the player off the couch and on their feet. Through the
use of their entire body the user will become further stimulated in the environment
because they will feel fully immersed in the 3D world.
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PART 15. OBSTACLES
One of the challenges AGP faced during the process of building 3D content was
the inability to export static meshes from Maya to Unreal Ed. Though documented, the
process and technique referenced on several websites to aid us were unable to offer us
methods of solving our problems. This barrier lasted approximately four to five weeks,
delaying up AGP in completing other tasks that were depending on the exporting of static
meshes from Maya. With the suggestion of our advisor Janet Green, we contacted Sasha
Grueneberger of Conspiritus. Conspiritus is a former thesis group from CSU East Bay.
Upon contacting Sasha she commented that they to ran into the same problem, causing a
delay to their project as well. We compared notes and techniques as well as software
used. Essentially we used the same technology, the only difference was the volume of
Maya (Conspiritus – Maya 6 and AGP – Maya 7). *Please note that textures will not
export with static mesh.
One of the decisions our group made, that we wish we had done differently
was the allocation of time to the different tasks. When we started in fall quarter our
group made the decision to have everyone working on the same task, which was the
construction of the installation. Looking back now it would have been a wiser
decision to have started earlier on the development and building of our software
content and hardware controllers, and also for the group to have split up and taken
individual development roles on tasks at an earlier stage of our project development,
having started in the fall quarter.
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PART 16. HOW TO
Exporting Static Meshes
When building a level in Unreal Ed it requires the use of a 3rd party 3D modeling
software, in our case it is Maya. After building the detailed models it is then required to
export them to the .ASE file format. To export from Maya we need the ActorX exporter
plug-in, as well as the placement of the unzipped msvcr71.zip folder into the plug-ins or
Window system folder. After the installation of this plug-in and the activation of the
load and auto load command in the Plug-in Manager folder, you will be able to export
static meshes using Mel script. The proper Mel script to use in exporting .ASE files is
axmesh. First highlight the desired static mesh then input axmesh in the command line
and hit enter. When the ActorX dialogs pops up fill in the desired fields and save in a
designated folder, it helps to be organized and it will keep you from going crazy looking
for the files.
Creating Terrain Maps
Unreal Ed has a very capable tool for creating terrain, and you will have to
learn how to use it to fine tune terrain, but for creating terrain from scratch I found it
is a bit clunky and awkward to work with. This next section will describe the process
that we used to create the terrain in our game. There are three programs that you will
need to make this work. One program you will need to have is Adobe Photoshop. I
used Adobe Photoshop CS2. The next program you need is a free tool called G16ed.
I used version 1.45.0, it is written by Martin G Bell, the link can be found in the
software section of the resources list. The last program you need is called
EarthSculptor. It is written by Ernest Szoka, I used version 0.25 Beta, and it is rock
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solid. It is also freely available from his website, again see the software list. Start
with EarthSculptor, read the manual to learn how to use it but it is a fairly simple tool,
geared specifically to creating height maps. I can't say enough how wonderful this
tool is. Once you have your terrain looking the way you want choose the Utility
menu and then Export Heightmap. Save you file as a PNG. This is important
because PNG supports 16 bit gray scale images. Next open your file in Photoshop.
You could use any image editor that supports 16 bit gray scale images, but those are
hard to find.
Once in Photoshop you can perform any additional edits you like, but mainly
all you are using Photoshop for is to resize the image and save it as a RAW file.
Choose Image then Image Size. EarthSculptor has a sort of nasty habit of not saving
images sized as a power of two. All the images I worked with had been one pixel
wider in each dimension than then should have been. (513 x 513 instead of 512 x 512)
Unreal Tournament only accepts height maps in powers of two. Next you have to
save the image as a RAW file. Make sure that you do not change your working space
from 16-bit gray to 8-bit. Many filters and functions will not work in 16-bit mode,
but if you change the color depth you loose a ton of resolution in the height map.
This will make your terrain look very steep instead of smooth. Choose Save As, and
then under Format choose Photoshop Raw, and save the file.
G16ed appears to be a very capable editor of terrain maps on its own merit. It
appeared to have a steep learning curve and definitely did not have an intuitive
interface, but it does one trick and it does it well. It will take the RAW file and
convert it to a 16-bit grayscale BMP file. The only file unreal will accept with 16 bits
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of grayscale values. Once you have it up and running choose File, then Import, then
RAW data. Find the RAW file you saved from Photoshop and import it. If you want
to you can use the tools in G16ed, but all you need to do now is choose File, Save As,
and in the Save as type make sure it is G16 bmp files (*.bmp). If you have done
everything correctly at this point unreal will import the newly created 16-bit grayscale
windows bitmap image.
Poser-to-Maya
We wanted to have very high quality models in the game so we decided to use
Poser for our characters, and integrate them into Maya for export to Unreal Ed. There
are two plug-in that I found would transfer Poser models to Maya. The first plug-in
we tried was BodyStudio 2.7 for Maya from Reiss Studios it cost one hundred and
seventy nine dollars. It works very well, but after really digging into the unreal
tournament characters, I learned that they were all based on the skeleton animation,
that is the animating of bones rather than vertices. BodyStudio 2.7 for Maya only
transferred the meshes and textures. The skeletons were left behind in the poser data.
The animations transferred beautifully and the models looked great and had exactly
the same textures they did in Poser. You could use the vertex animation, but it is not
supported well in Unreal Tournament 2004 and involves a lot of coding in unreal
script. Needless to say this plug-in was probably a waste of money.
The second plug-in we bought was the CR2 Loader for Maya - Plug-in Ver.
1.3 and Animation Loader for Maya - Plug-in Ver. 1.0 from Greenbriar Studios
together they cost three hundred dollars. This plug-in lives up to the hype, as long as
you don't crash Maya. Make sure you save before and after doing anything. For the
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most part this plug-in is fairly straightforward. I found that it was best to have a
separate file for each animation and one for the reference pose that has no animation.
In the file with the reference posse you need to un-bind the skeleton from the skin and
rebind it with less than five influences. I found that two works best. Also create a
character set. Export this model as your skeletal mesh. If you try to add animation to
this skeleton using the plug-in to load animations from poser, you will crash Maya.
That is why my models were animated in another file. You still have to create the
character set, but don't change the binding setup. It works pretty well; the only
limitation of this plug-in is that it only allows pose-to-pose animation style. However
this can yield good results if you pick the right poses and place them the right number
of frames apart. The leg motion in the dog character is believable, but it is lacking in
tail and head motion. It doesn't look very natural but that works for our game because
everyone in the game is a spirit.
Maya-to-Unreal ED
This is a note for using the UT2004 Maya-to-Unreal Ed exporter. This will
only work with the PLE edition of Maya. we used version 7.0.1, from what we have
found it says this information somewhere, but we missed it, because we spent weeks
trying to get this to work. Hopefully this will help, instructions on how to set up the
plug-in are hidden in this directory: C:\Documents and Settings\<username>\My
Documents\maya\7.0PLE\docs\UT2004 Help. When you find these documents open
index.html and follow the directions. It is very clear how to setup the plug-in just as
it appears in the tutorials.
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Actor-X Setup
If you are experienced at all with using Maya and Mel scripting, then this will
probably not be helpful. ActorX and Maya have many functions that are only
accessible from the command line. For instance if you wanted to count the number of
polygons in a object, as you need to do often when trying to design efficient low
polygon models you would have to type "polyEvaluate -f" in the command line.
Now, you can recall previous typed functions by placing the cursor in the command
line and hitting the up arrow, but that doesn't carry over each time you start the
program. It would be useful if you could have a button that called that function. You
can add your buttons to the custom shelf that call any commands you use frequently.
All you have to do is type the command in the command line, but before you press
return or enter select the entire command and click and drag it to any shelf you like.
You can do the same thing with the script editor if you prefer.
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PART 17. PERSONAL GROWTH
Bobby Trinh
I entered the program with a BA in Art with an emphasis in both Digital Graphics
and Multimedia. The programs that I was mostly familiar with are the typical graphical
programs and authoring programs such as Adobe Illustrator, Photoshop, Flash, etc.
Understanding the conceptual theories of computer programming with electronics was
something that I was never really familiar with. However, through the program I was
able to gain a greater understanding and respect for electronics and hardware
programming. I still do not fully grasp the physical aspect of wiring but being able to
understand the concepts of how things works helped me a great deal during the last part
of the program. Another field that I grew tremendously in was in my 3D skills of
modeling architecture during our initial conceptual design stage.
Along with growth along the technical side, I believe that my conceptual skills
have improved throughout the production of this project.
Tommy Lothian
Before coming into the program I knew Final Cut Pro, Adobe After Effects,
Photoshop, and Pro Tools. Once in the program I learned Flash, and Action Script. I
also learned Dreamweaver, Web design principals, and project management.
I feel like I gained more knowledge about engineering, than anything else, but
only enough to be dangerous. I have a very good understanding of the inner workings
of the Unreal Tournament Engine. I feel like I have a rudimentary knowledge of how
to use Maya, it certainly was not my focus. I have a very good understanding of
BASIC and micro controllers in general. I have a good understanding of what it takes
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to be a project manager. I have a better appreciation for the tar pits of software
development.
Victor Varela
With a degree in Art emphasized in Multimedia from CSU East Bay, I decided to
join the Graduate Program at the same school to take my skills already learned to the next
level. During the first year of the program I worked with various classmates, all of which
had different styles of design and work ethics. This experience exposed me to dealing
with various situations and allowed me to learn how to successfully complete many
projects.
In the second year of the program with my thesis group, we embarked into
unfamiliar territory for our project. For myself personally I would be using software I
hadn’t used before or wasn’t really skilled in. My skills in 3D modeling, with the use of
Maya, grew vastly with the production of all the pyramids in the Avenue of the Dead, as
well as all the 3D items in the game. I also learned how to use UnrealED, the editor for
the game engine and how to use the game engine and the 3D software to work together.
Building a wooden structure requires the knowledge of construction, something
I didn’t have. Even though another group member did most of the designing, we all had
input, as well as suggestions on how the structure would look like as a finish product.
I’ve gained skills in the area of construction and I’m satisfied that a solid and stable
structure is standing because I helped build it.
Working with two other people with different personalities and work styles has
made me a stronger person. I’ve learned to take on tasks and complete them in a timely
manner because someone else’s task depends on the completion of mine. I’ve also
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worked on my own projects; being a part of the graduate program has given me
experience of working in groups. Something that is part of the corporate world,
especially large companies that require production teams to take on projects to have them
completed in time to meet deadlines.
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PART 18. FUTURE DIRECTION OF PROJECT
During the production of this project we were able to research a vast variety of
gaming technology’s that are both in development and already out in the market. We
believe this project would be most successful in future games upon further refinement of
the overall controller and interaction. We believe with further integration of the Nintendo
Wiis’ remotes the controller can tackle a larger array of video game genres. We also
think that this project can be used for training purposes aside from entertainment-based
video games.
The first thing we would like added would be decoration on the structure itself.
It is certainly impressive in size, but with the addition of traditional Aztec art work it
would create a more authentic Aztec environment. The details would include carving
on the upright pieces. The floor would have a calendar decoration on a custom mat. I
would like the top crosspieces detailed with lettering maybe our project name and
then the various compass locations that corresponded to the temples the Aztec
believed in. The base should have some detail too. We think not having a roof is also
an aesthetic flaw in its current state, but safety should always come first and art is not
as important as fire code. We also think more padding should be added to the chest
harness. There also needs to be some kind of cooling in the floor, for the very hot PC
and the 5.1 surround amplifier. All the panels should open up on the floor, and there
should be some way to latch them down as well. Structurally the roof is too low for
the height of the floor. It is quite possible that someone could hit his or her head on
the u-bolts holding up the suspension equipment. There needs to be padding over the
clips for the cable and the ends of the wire need to cut so that there are no exposed
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edges. The handles on the Wii remotes need to be upgraded. The black ribbon is the
easiest to use, but the least pleasing aesthetically. There also needs to be some head
support, and some support for the arms to help keep them up.
In terms of software, there is a lot more that could have done with unreal, all
we were able to do in the time was utilize the complexity offered at game level,
conforming to the rules of the assault game type within Unreal. It would have been
better if we created our own modifications to the game. That would have allowed us
to have total control of every aspect of the game. There is a lot more that could have
been done with the weapon coding. It was difficult enough to get our own weapons
to appear in the game let alone control every aspect of the weapons. For example we
were not able to control the explosion of the types of weapons we modified. The jug
of water explodes just like the flak cannon alternate fire, and the jade bead explodes
like the impact grenade. All of these could have been changed, as well as the
orientation of the jug, which is currently upside down, and the yellow corona and flak
trails on the jugs of water.
The textures could also be better. The character models were not correctly
mapped on their UVs. Unreal Tournament allows the use of 2 skins of 1024 x 1024
one just for the face and one for the body. We only used one and not very effectively
at that. The cave entrance is not properly textured, neither are any of the pyramids.
The pyramids on the avenue of the dead have only one texture applied to them and it
is not very realistic. The Jade bead has a great texture, but the Jug of water has a very
noticeable seam.
The models of the pyramids are great, but the human characters need the
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weight maps painted on them more accurately. There is a huge bug in the game; if
you kill the dog it will definitely crash the game. We were not able to get the
animated beast in the game. Most likely this is because we used a custom skeleton
and there is no Karma data for that particular character.
The next thing to improve is the sound. The particular editor that we used
would not let us import any sounds and it would also not allow us to shut off any
ambient sounds such as explosions or the beasts growling. Also in order to get voice
overs in we had to stream a secondary ogg file in, which is OK, but the files have to
be as long as the game itself to keep from repeating. Again there is no way to shut
them off. There is no volume control of the secondary tracks either; the music tracks
have to be mixed in such a way that they are low enough to allow clear recognition of
the voice. This is not a negative, but it should allow for separate volume control of
secondary audio tracks.
Spawn management should also be improved. It works OK, but all the re-
spawn points have the custom weapons directly on top of them, no amount of re-
spawning will give you the custom weapons right away after you die. The result is
that if you die in the game when you start over you have the assault rifle instead of the
jug of water or jade bead.
The micro controller needs the most improvement. The sensors for the arm
should have been the more expensive ones that allow for calibration at the sensor
level rather than in software. The response of the micro controller needs to be analog
for left and right movement instead of digital. The response for forward and back
movement also needs to be analog to the game, to give people control of how fast
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they go and this would make it easier for people to stop. If there were one thing that
really detracts from the whole experience that is it. The controller needs to be smarter
as well. It needs to be able to determine whether the person meant to go straight, or
jump or turn right or left. The problem is that if someone is getting tired of holding
their arms up and lets them both sag equally they will stop going straight and the
game will interpret that the player wants to jump. Hacking a USB controller is a poor
way to get this whole thing to work. It is difficult, and very fragile. This makes
repairs and upgrades a very risky proposition. This was probably our biggest pitfall,
that and not having a backup micro-controller until the end. It is always best to Keep
It Simple Stupid. Prototyping is expensive, but ruining your only working one is
more costly. Always have two of everything that is not available at the local store.
The software for the micro controller could be optimized a little more. We would
have loved to build some of the functionality in the software into the hardware.
Although turning on and off LEDs is hardly slowing down the micro controller.
As far as future uses, we would like to see a controlled suspension. If you had
really heavy-duty servos, you could take the input of the micro controller, and
actually tilt the person in the direction they want to go, if they looked down the servos
could tilt them down or if the turned right it could turn their body to the right. In
version 2 there would be fans to move the air past you as you flew at various speeds,
different directions, different temperatures and moisture content. The supports would
be somewhat elastic. That might add to the feeling of weightlessness. Motion
tracking on the handles could be added so that you could simulate more advanced
throwing.
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The controller could be adapted to training for swimming or even maybe
skydiving. For example, it would be realistic to see an adaptation of our project used in
skydive training. The harness would be used to hold the person steady as the instructor
shows the player the correct diving positions. In regards to the controller, since the
controllers could help determine the arm positions it could stimulate the feeling of sky
diving along with visual feedback, but an ideal solution for skydiving training already
exists.
With a more refined look and a choice of different materials, we could market the
game and controller to theme parks as well as arcade rooms at shopping malls or
universities for a range of different game scenarios.
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PART 19. ASSESSMENT
When we began the journey to produce Mictlan: The Journey with all its
components we established that we wanted an immersive 3D environment and to
engage the user’s entire body. After all our hard work and effort we feel confident and
proud that we have achieved this objective. That didn’t come at an easy price, there
have been many changes to our original plans, but ultimately we feel very satisfied
with the finished product. We accomplished the task of being able to use a
stereoscopic head mounted display while orientated in the harness at a horizontal
position. The angle of the harness on the other hand was something that we had to test
at different angles, due to complaints of discomfort from some testers. After a visit
from a Chiropractor, he advised what the proper position for a participant should be
while suspended in the harness for an extended amount of time. With proper
placement of the surround sound and the tumbling mat for safety we feel the controller
is fit for playing our game. We feel that the only thing we could improve in would be
the aesthetic look of the controller, something we feel we didn’t succeed in.
The 3D world was accomplished, even though we lacked the realistic texture
found in the pyramids in Teotihuacán. Doing so allowed us to move on to important
tasks in production. We do not feel the current textures on the pyramids affect the
look and feel of the game drastically. We left out one trial from the original nine due
to the inability to integrate it into the existing world, we felt it was necessary and we
are satisfied with the results of the game.
The micro controller though functional, does act up due to over heating.
Proper measures have been taken to ensure that malfunctioning does not occur. We
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are content with the final product of the micro-controller, considering the minimal
knowledge we had in building one. We do believe upgrades can still be made to
improve speed and efficiency to the overall hardware of the project.
The overall assessment of the project is satisfactory and we feel that we did the
best we could in the amount of time we had to work on the project. Our project
actually began in the fall, instead of summer like other groups; our project was
pending committee approval. Obviously further upgrades can be made with adequate
time and financial help.
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PART 20. ILLUSTRATIONS
I. Head Mounted Display
II. Range of Movement
III. Harness Suspension
IV. Cube Frame
V. Avenue of the Dead Map
VI. World Map
VII. Aztec Character
VIII. Beast
IX. Dog
X. Storyboard – Avenue of the Dead
XI. Storyboard – Cave
XII. Storyboard – Volcano
XIII. Storyboard – Forest
XIV. Temple of the Sun
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I. Head Mounted Display
We were certain from the beginning that we wanted to use a visor that had stereovision with 360-degree field of view.
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II. Range of Movement
This sketch illustrates the range of motion a player must perform while in the harness.
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III. Harness Suspension
Our original idea for the harness would have required the player to wear a harness similar to one sky divers wear.
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IV. Cubed Frame
___________________________________________________________________
A preliminary sketch of the wooden cube equipped with the audience screen in the front.
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V. Avenue of the Dead Map
A detailed city map of the ancient city of Teotihuacán with the layout of the Avenue of the Dead and its two main Pyramids, Pyramid of the Sun and Pyramid of the Moon, a site that still exists in present day Mexico.
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VI. World Map
The first sketch of the terrain for the game, it includes the Avenue of the Dead and all the areas where the trials will happen.
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VII. Aztec Character
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VIII. Beast
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IX. Dog
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X. Storyboard – Avenue of the Dead
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XI. Storyboard – Cave
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XII. Storyboard – Volcano
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XIII. Storyboard – Forest
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XIV. Temple of the Sun
In creating our models of the pyramids we wanted to be as accurate as possible in our rendition of the actual place. Here is a preliminary model of the Temple of the Sun.
Here is a picture of Templo del Sol, located in Teotihuacán, Mexico.
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PART 21. APPENDIX
Appendix – A
Feedback received from volunteers who tested the project. This is data received
from three different tests.
Test 1 - Participant 1 1. The Game – Instructions / tasks / the story. After participating in the game, list in order (from the beginning of the game) the tasks that you recall were required of you, and what you needed to do to successfully complete each one and advance forward to the next task.
2. The ‘virtual’ game experience. On a scale of 1-5, 1 being very immersive and 5 being very difficult to believe, rate your ‘Mictlan’ game experience with the following questions. - The perception of moving through a city 2 - The perception of moving through a landscape 3 - The perception of flying - - Audio effects - Please comment on any areas where you felt your ‘virtual’ game experience was less than believable and what made this so. - The sensitivity seemed fine but it responded in arbitrary ways sometimes. 3. Navigation - Controls On a scale of 1-5, 1 being very easy and 5 being very difficult, rate your ‘Mictlan’ game experience with the following questions: - Ability to move forward? 3 - Ability to move Backward? - - Ability to move left? 3 - Ability to move right? 3 - Ability to Shoot? - - Ability to maneuver with your arms? 2 - Ability to maneuver with your hands? 2 - Ability to maneuver with your foot? -
Task Requirements - Navigate the field using the two hand controllers.
- Stay aligned and centered while your FPS keeps moving forward.
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If there were any navigation control difficulties in specific areas, please comment on them here. - The control was responsive but moved in wrong/awkward directions. 4. User Experience On a scale of 1- 5, 1 being Very Comfortable and 5 being Very Uncomfortable, rate the following: - Lying in the harness? 2 - Your sense of physical safety / security? 1 - Wearing the headset? 2 (eye-piece moved from eyes when I moved head) - Audio volume levels? - If you experienced any discomfort in specific areas, please comment on this here. - Difficult to turn head because shoulder strap was a little in the way. 5. Gaming Experience On a scale of 1- 5, 1 being Very Engaging and 5 being Not Enjoyable, rate the following: 4- gaming - experience Any other comments… - I like the use of wii controllers + concept, but the controls need to be reworked and simplified (if that's what it takes to get them more reliable). Also, the pyramids were not solid objects sometimes.
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Test 1 - Participant 2 1. The Game – Instructions / tasks / the story. After participating in the game, list in order (from the beginning of the game) the tasks that you recall were required of you, and what you needed to do to successfully complete each one and advance forward to the next task.
2. The ‘virtual’ game experience. On a scale of 1-5, 1 being very immersive and 5 being very difficult to believe, rate your ‘Mictlan’ game experience with the following questions. - The perception of moving through a city 2 - The perception of moving through a landscape 3 - felt like any other first person shooter game. - The perception of flying 3 - Audio effects - Please comment on any areas where you felt your ‘virtual’ game experience was less than believable and what made this so. - Still needs more work but on right track. 3. Navigation - Controls On a scale of 1-5, 1 being very easy and 5 being very difficult, rate your ‘Mictlan’ game experience with the following questions: - Ability to move forward? 3 - Ability to move backward? 3 - Ability to move left? - - Ability to move right? - - Ability to Shoot? - Didn't shoot anything. - Ability to maneuver with your arms? 2 - Ability to maneuver with your hands? 2 - Ability to maneuver with your foot? 2 If there were any navigation control difficulties in specific areas, please comment on them here. - I felt like I wasn't controlling the movements.
Task Requirements - To test out new video game.
- Test out the game. - Be strapped to a harness and keep head straight.
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4. User Experience On a scale of 1- 5, 1 being Very Comfortable and 5 being Very Uncomfortable, rate the following: - Lying in the harness? 3 - But I can get used to it. - Your sense of physical safety / security? 3 - Wearing the headset? 4 - Kept moving not stable blurry. - Audio volume levels? 4 If you experienced any discomfort in specific areas, please comment on this here. - After wards, I felt a little dizzy. 5. Gaming Experience On a scale of 1- 5, 1 being Very Engaging and 5 being Not Enjoyable, rate the following: 4 Any other comments… - I feel that with time this can really be a ground breaking game unlike any other. It will just take time to work out all the kinks.
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Test 1 - Participant 3 1. The Game – Instructions / tasks / the story. After participating in the game, list in order (from the beginning of the game) the tasks that you recall were required of you, and what you needed to do to successfully complete each one and advance forward to the next task.
2. The ‘virtual’ game experience. On a scale of 1-5, 1 being very immersive and 5 being very difficult to believe, rate your ‘Mictlan’ game experience with the following questions. - The perception of moving through a city 1 - The perception of moving through a landscape 5 - The perception of flying - - Audio effects 4 Please comment on any areas where you felt your ‘virtual’ game experience was less than believable and what made this so. - The scenery in specific, the right side. 3. Navigation - Controls On a scale of 1-5, 1 being very easy and 5 being very difficult, rate your ‘Mictlan’ game experience with the following questions: - Ability to move forward? 3 - Ability to move backward? - - Ability to move left? 2 - Ability to move right? 2 - Ability to Shoot? - - Ability to maneuver with your arms? 3 - Ability to maneuver with your hands? - - Ability to maneuver with your foot? - If there were any navigation control difficulties in specific areas, please comment on them here. -
Task Requirements - Travel to different locations throughout the level. - Discover the course.
- Go in one direction. - Be able to control the movement throughout the environment.
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4. User Experience On a scale of 1- 5, 1 being Very Comfortable and 5 being Very Uncomfortable, rate the following: - Lying in the harness? 4 - Your sense of physical safety / security? 2 - Wearing the headset? 1 - Audio volume levels? 1 If you experienced any discomfort in specific areas, please comment on this here. - Could use more support on legs. Head set was comfortable, but eyepiece kept moving down. Ease of moving head was difficult because harness for shoulders was in the way. 5. Gaming Experience On a scale of 1- 5, 1 being Very Engaging and 5 being Not Enjoyable, rate the following: 3 Any other comments… - Interesting simulator. I would to see more responsiveness to the controllers.
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Test 2 - Participant 1 1. The Game – Instructions / tasks / the story. After participating in the game, list in order (from the beginning of the game) the tasks that you recall were required of you, and what you needed to do to successfully complete each one and advance forward to the next task.
2. The ‘virtual’ game experience. On a scale of 1-5, 1 being very immersive and 5 being very difficult to believe, rate your ‘Mictlan’ game experience with the following questions. - The perception of moving through a city 3 - The perception of moving through a landscape 4 - The perception of flying - Didn't get to fly but I can imagine once it get completed. - Audio effects - Didn't hear any. Please comment on any areas where you felt your ‘virtual’ game experience was less than believable and what made this so. - 3. Navigation - Controls On a scale of 1-5, 1 being very easy and 5 being very difficult, rate your ‘Mictlan’ game experience with the following questions: - Ability to move forward? 1 - Ability to move backward? 2 - Ability to move left? 4 - Ability to move right? 4 - Ability to Shoot? 5 - Ability to maneuver with your arms? 1 - Ability to maneuver with your hands? 1 - Ability to maneuver with your foot? 1 If there were any navigation control difficulties in specific areas, please comment on them here. - Well I understand you guys are still in the programming process. However, I had a little difficulty with going left and right when using my hands.
Task Requirements - Basically my task for the trial was just to get the controls down. - To go left. - To go right. - To go forward.
- I had to get strapped into the gaming harness. - I had to pull down my right arm. - I had to pull down my left. - I had to relax my right leg.
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4. User Experience On a scale of 1- 5, 1 being Very Comfortable and 5 being Very Uncomfortable, rate the following: - Lying in the harness? 2 - Your sense of physical safety / security? 1 - Wearing the headset? 1 - Audio volume levels? - If you experienced any discomfort in specific areas, please comment on this here. - Having my arms extended for a period of time. 5. Gaming Experience On a scale of 1- 5, 1 being Very Engaging and 5 being Not Enjoyable, rate the following: 1 - Once the flying gets programmed this game is going to be very engaging. Any other comments… - Good work. I'm amazed by the whole setup..
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Test 2 - Participant 2 1. The Game – Instructions / tasks / the story. After participating in the game, list in order (from the beginning of the game) the tasks that you recall were required of you, and what you needed to do to successfully complete each one and advance forward to the next task.
2. The ‘virtual’ game experience. On a scale of 1-5, 1 being very immersive and 5 being very difficult to believe, rate your ‘Mictlan’ game experience with the following questions. - The perception of moving through a city 4 - The perception of moving through a landscape 3 - The perception of flying 3 - Audio effects 3 Please comment on any areas where you felt your ‘virtual’ game experience was less than believable and what made this so. - Climbing up the pyramid. It's very cool. The effect makes it unbelievable. 3. Navigation - Controls On a scale of 1-5, 1 being very easy and 5 being very difficult, rate your ‘Mictlan’ game experience with the following questions: - Ability to move forward? 2 - Ability to move backward? 3 - Kind of hard to lift leg if you're out of shape. - Ability to move left? 2 - Ability to move right? 2 - Ability to Shoot? - - Ability to maneuver with your arms? 2 - Ability to maneuver with your hands? 2 - Ability to maneuver with your foot? 2 If there were any navigation control difficulties in specific areas, please comment on them here. -
Task Requirements - Going toward the pyramid.
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4. User Experience On a scale of 1- 5, 1 being Very Comfortable and 5 being Very Uncomfortable, rate the following: - Lying in the harness? 3 - at the beginning it feels comfortable but after a while your back gets tired. - Your sense of physical safety / security? 2 - Wearing the headset? 3 - Audio volume levels? 2 If you experienced any discomfort in specific areas, please comment on this here. - Back and stomach. 5. Gaming Experience On a scale of 1- 5, 1 being Very Engaging and 5 being Not Enjoyable, rate the following: 4 Any other comments… -
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Test 2 - Participant 4 1. The Game – Instructions / tasks / the story. After participating in the game, list in order (from the beginning of the game) the tasks that you recall were required of you, and what you needed to do to successfully complete each one and advance forward to the next task.
2. The ‘virtual’ game experience. On a scale of 1-5, 1 being very immersive and 5 being very difficult to believe, rate your ‘Mictlan’ game experience with the following questions. - The perception of moving through a city 2 - The perception of moving through a landscape 2 - The perception of flying 2 - Audio effects 2 Please comment on any areas where you felt your ‘virtual’ game experience was less than believable and what made this so. - Flying was fun but it could have been controlled better. Controlling of the character needs to be more sensitive. 3. Navigation - Controls On a scale of 1-5, 1 being very easy and 5 being very difficult, rate your ‘Mictlan’ game experience with the following questions: - Ability to move forward? 3 - Ability to move backward? 2 - Ability to move left? 2 - Ability to move right? 2 - Ability to Shoot? - - Ability to maneuver with your arms? 2 - Ability to maneuver with your hands? - - Ability to maneuver with your foot? 2 If there were any navigation control difficulties in specific areas, please comment on them here. - Moving right and left is a bit slow, should be more sensitive.
Task Requirements - Switch hit.
- Fly toward the switch
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4. User Experience On a scale of 1- 5, 1 being Very Comfortable and 5 being Very Uncomfortable, rate the following: - Lying in the harness? 3 - Your sense of physical safety / security? 5 - Wearing the headset? 5 - Audio volume levels? 5 If you experienced any discomfort in specific areas, please comment on this here. - Arms get tired fast. 5. Gaming Experience On a scale of 1- 5, 1 being Very Engaging and 5 being Not Enjoyable, rate the following: - Any other comments… - To move forward you should put your hands forward like superman. To move backwards move your arms out like a plane. The legs in the back should be heads up and head down.
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Test 3 - Participant 1 1. The Game – Instructions / tasks / the story. After participating in the game, list in order (from the beginning of the game) the tasks that you recall were required of you, and what you needed to do to successfully complete each one and advance forward to the next task.
2. The ‘virtual’ game experience. On a scale of 1-5, 1 being very immersive and 5 being very difficult to believe, rate your ‘Mictlan’ game experience with the following questions. - The perception of moving through a city 3 - The perception of moving through a landscape 2 - The perception of flying 3 - Audio effects - Please comment on any areas where you felt your ‘virtual’ game experience was less than believable and what made this so. - Player would get stuck a few times (couldn't move forward, only turning), or they would slow down/ glide slower than normal. 3. Navigation - Controls On a scale of 1-5, 1 being very easy and 5 being very difficult, rate your ‘Mictlan’ game experience with the following questions: - Ability to move forward? 4 - Ability to move backward? 2 - Ability to move left? 1 - Ability to move right? 1 - Ability to Shoot? - - Ability to maneuver with your arms? 1 - Ability to maneuver with your hands? 1 - Ability to maneuver with your foot? 1 If there were any navigation control difficulties in specific areas, please comment on them here. - Hard to keep head up all the time, a lower angle (that still faces you forward) would be more comfortable.
Task Requirements - Navigate the pyramids..
- Drop arms down to turn respectively, pull leg up to go backwards.
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4. User Experience On a scale of 1- 5, 1 being Very Comfortable and 5 being Very Uncomfortable, rate the following: - Lying in the harness? 2 - Your sense of physical safety / security? 1 - Wearing the headset? 3 - Audio volume levels? - If you experienced any discomfort in specific areas, please comment on this here. - Wish the headset/ eyepiece could be locked in place/ behind head. 5. Gaming Experience On a scale of 1- 5, 1 being Very Engaging and 5 being Not Enjoyable, rate the following: - Any other comments… -
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Test 3 - Participant 2 1. The Game – Instructions / tasks / the story. After participating in the game, list in order (from the beginning of the game) the tasks that you recall were required of you, and what you needed to do to successfully complete each one and advance forward to the next task.
2. The ‘virtual’ game experience. On a scale of 1-5, 1 being very immersive and 5 being very difficult to believe, rate your ‘Mictlan’ game experience with the following questions. - The perception of moving through a city 3 - The perception of moving through a landscape 3 - The perception of flying 3 - Audio effects 3 Please comment on any areas where you felt your ‘virtual’ game experience was less than believable and what made this so. - Just some clipping problems, took away from the "reality". 3. Navigation - Controls On a scale of 1-5, 1 being very easy and 5 being very difficult, rate your ‘Mictlan’ game experience with the following questions: - Ability to move forward? 1 - Ability to move backward? 3 - Ability to move left? 3 - Ability to move right? 3 - Ability to Shoot? ? Didn't know I could shoot. - Ability to maneuver with your arms? 5 - Ability to maneuver with your hands? Didn't know I could. - Ability to maneuver with your foot? 3 If there were any navigation control difficulties in specific areas, please comment on them here. - Turning at times wasn't precise. It would keep turning maybe a millisecond after I desired & made moving difficulty.
Task Requirements - Turn, jump, backward walk, look around, Fly? - Climb a pyramid.
- Drop an arm, drop both arms, lift left leg, look around, jump into dust - Climb a pyramid
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4. User Experience On a scale of 1- 5, 1 being Very Comfortable and 5 being Very Uncomfortable, rate the following: - Lying in the harness? 5 - Your sense of physical safety / security? 1 - Wearing the headset? 1 - Audio volume levels? 3 If you experienced any discomfort in specific areas, please comment on this here. - Arms are heavy to keep up that long. 5. Gaming Experience On a scale of 1- 5, 1 being Very Engaging and 5 being Not Enjoyable, rate the following: 3 Any other comments… - It was enjoyable to experience, but uncomfortable. Can't wait to see more of it.
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Test 4 – Participant 1 1. The Game – Instructions / tasks / the story. After participating in the game, list in order (from the beginning of the game) the tasks that you recall were required of you, and what you needed to do to successfully complete each one and advance forward to the next task. Task Requirements
- Talk to a man on the top. - Find the dog. - Go through the maze. - Go to the lava and fire your weapon at it. - Escape from volcano.
- Go up the steps and stop. - Go to the dog at the edge of the river - Move through the maze by following the arrow and stepping on the sparkling box. - Follow the dog up the lava; fire weapon into lava; avoid boulders. - Avoid boulders; go back down path.
2. The ‘virtual’ game experience. On a scale of 1-5, 1 being very immersive and 5 being very difficult to believe, rate your ‘Mictlan’ game experience with the following questions. - The perception of moving through a city. 5 - The perception of moving through a landscape. 1 - The perception of flying. 3 - Audio effects. 3 Please comment on any areas where you felt your ‘virtual’ game experience was less than believable and what made this so. - The area in which I occupied was very realistic. 3. Navigation - Controls On a scale of 1-5, 1 being very easy and 5 being very difficult, rate your ‘Mictlan’ game experience with the following questions: - Ability to move Forward? 4 - Ability to move Backward? 1 - Ability to move Left? 3 - Ability to move Right? 3 - Ability to Shoot? 1 - Ability to maneuver with your arms? 2 - Ability to maneuver with your hands? 2 - Ability to maneuver with your foot? 1 If there were any navigation control difficulties in specific areas, please comment on them here. -Sometimes moved around in circles. - Sensitivity problems when trying to turn in either direction.
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4. User Experience On a scale of 1- 5, 1 being Very Comfortable and 5 being Very Uncomfortable, rate the following: - Lying in the harness? 3 - Your sense of physical safety / security? 1 - Wearing the headset? 2 - Audio volume levels? 1. If you experienced any discomfort in specific areas, please comment on this here. - Arms ached after a few minutes, the neck as well. - Somewhat difficult to breathe normally. 5. Gaming Experience On a scale of 1- 5, 1 being Very Engaging and 5 being Not Enjoyable, rate the following: 3 - Enjoyable, but I got frustrated while getting used to the movements. 6. Comfort Did you experience any pain or discomfort while playing the game? Please describe. - see “User Experience” Any other comments… - Cool game. Graphics were great and gameplay was enjoyable. It took a long time to get used to the correct movements.
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Test 4 – Participant 2 1. The Game – Instructions / tasks / the story. After participating in the game, list in order (from the beginning of the game) the tasks that you recall were required of you, and what you needed to do to successfully complete each one and advance forward to the next task. Task Requirements Had to find some guy. Had to find my dog.
Follow Arrows. Move left and right. Move Forward.
2. The ‘virtual’ game experience. On a scale of 1-5, 1 being very immersive and 5 being very difficult to believe, rate your ‘Mictlan’ game experience with the following questions. - The perception of moving through a city. 1 - The perception of moving through a landscape. 1 - The perception of flying. 2 - Audio effects. 4 (Couldn’t really hear the music) Please comment on any areas where you felt your ‘virtual’ game experience was less than believable and what made this so. - It looked and felt like I was there. Just the music wasn’t very loud. Hear him jump but no one talked. 3. Navigation - Controls On a scale of 1-5, 1 being very easy and 5 being very difficult, rate your ‘Mictlan’ game experience with the following questions: - Ability to move Forward? - Couldn’t move forward very well. - Ability to move Backward? - yes - Ability to move Left? - yes - Ability to move Right? - yes - Ability to Shoot? - yes - Ability to maneuver with your arms? - yes - Ability to maneuver with your hands? - yes - Ability to maneuver with your foot? - yes If there were any navigation control difficulties in specific areas, please comment on them here. - Moving forward was a little hard. Turning was fine. I spun around a lot.
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4. User Experience On a scale of 1- 5, 1 being Very Comfortable and 5 being Very Uncomfortable, rate the following: - Lying in the harness? 3 (a little uncomfortable) - Your sense of physical safety / security? 1 - Wearing the headset? 1 - Audio volume levels? - Need to be a little louder. If you experienced any discomfort in specific areas, please comment on this here. - Harness needs more padding. 5. Gaming Experience On a scale of 1- 5, 1 being Very Engaging and 5 being Not Enjoyable, rate the following: 2 - I like the game, being in the air was interesting. The controllers I felt myself
using the d-pads to try to move instead of using my arms. I spun a lot, but overall it was cool!
6. Comfort Did you experience any pain or discomfort while playing the game? Please describe. - Just a little on the chest harness. Any other comments… - You guys got something here and it seems like it’s going to be really cool when it’s all done. The story seems interesting. Music and graphics are great.
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Test 4 – Participant 3 1. The Game – Instructions / tasks / the story. After participating in the game, list in order (from the beginning of the game) the tasks that you recall were required of you, and what you needed to do to successfully complete each one and advance forward to the next task. Task Requirements
- Did not complete any.
2. The ‘virtual’ game experience. On a scale of 1-5, 1 being very immersive and 5 being very difficult to believe, rate your ‘Mictlan’ game experience with the following questions. - The perception of moving through a city. 3 - The perception of moving through a landscape. 4 - The perception of flying. 4 - Audio effects. 5 Please comment on any areas where you felt your ‘virtual’ game experience was less than believable and what made this so. - There was no sound of flying. 3. Navigation - Controls On a scale of 1-5, 1 being very easy and 5 being very difficult, rate your ‘Mictlan’ game experience with the following questions: - Ability to move Forward? 5 - Ability to move Backward? 1 - Ability to move Left? 4 - Ability to move Right? 2 - Ability to Shoot? 3 - Ability to maneuver with your arms? 4 - Ability to maneuver with your hands? 4 - Ability to maneuver with your foot? 5 If there were any navigation control difficulties in specific areas, please comment on them here. -Next to walls you became stuck.
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4. User Experience On a scale of 1- 5, 1 being Very Comfortable and 5 being Very Uncomfortable, rate the following: - Lying in the harness? 2 - Your sense of physical safety / security? 1 - Wearing the headset? 4 (Blurry screen needs adjustment) - Audio volume levels? 5 If you experienced any discomfort in specific areas, please comment on this here. - The video screen needs adjustments for different viewers. 5. Gaming Experience On a scale of 1- 5, 1 being Very Engaging and 5 being Not Enjoyable, rate the following: - 6. Comfort Did you experience any pain or discomfort while playing the game? Please describe. - Nope Any other comments… - Game looks good for bug’s but still great.
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Test 4 – Participant 4 1. The Game – Instructions / tasks / the story. After participating in the game, list in order (from the beginning of the game) the tasks that you recall were required of you, and what you needed to do to successfully complete each one and advance forward to the next task. Task Requirements - Go to the temple. - Find the dog to go across river. - Find cave. - Complete maze.
- Simple navigation to the next objective.
2. The ‘virtual’ game experience. On a scale of 1-5, 1 being very immersive and 5 being very difficult to believe, rate your ‘Mictlan’ game experience with the following questions. - The perception of moving through a city. 2 - The perception of moving through a landscape. 2 - The perception of flying. 3 - Audio effects. 3 Please comment on any areas where you felt your ‘virtual’ game experience was less than believable and what made this so. - Jumping 20’ + feet in the air. 3. Navigation - Controls On a scale of 1-5, 1 being very easy and 5 being very difficult, rate your ‘Mictlan’ game experience with the following questions: - Ability to move Forward? 1 - Ability to move Backward? 2 - Ability to move Left? 2 - Ability to move Right? 2 - Ability to Shoot? 1 - Ability to maneuver with your arms? 2 - Ability to maneuver with your hands? 3 - Ability to maneuver with your foot? 2 If there were any navigation control difficulties in specific areas, please comment on them here. -No right, no jump, random lefts, moving forward-back + stop were hazy.
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4. User Experience On a scale of 1- 5, 1 being Very Comfortable and 5 being Very Uncomfortable, rate the following: - Lying in the harness? 2 - Your sense of physical safety / security? 1 - Wearing the headset? 2 - Audio volume levels? 2 (a little low) If you experienced any discomfort in specific areas, please comment on this here. - Maybe a better idea to have the arms down instead of out and move the forward to accomplish the present ‘downward’ results. 5. Gaming Experience On a scale of 1- 5, 1 being Very Engaging and 5 being Not Enjoyable, rate the following: 3 6. Comfort Did you experience any pain or discomfort while playing the game? Please describe. - Not really. Any other comments… - Good start to a real game.
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Appendix – B
___________________________________________________________________ Info – Circuit Design for Game Controller
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___________________________________________________________________ Info – Game Controlling Software, used by micro-controller to control game play.
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Info – Cont’
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___________________________________________________________________
Info – Cont’
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___________________________________________________________________
Info – Subroutine that we used to average our sensor data input.
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APPENDIX – C
Waiver Consent Form
CSU EAST BAY UNIVERSITY FOUNDATION, INC. AND
CSU EAST BAY STATE UNIVERSITY
WAIVER OF LIABILITY INDEMNIFICATION AND HOLD HARMLESS AGREEMENT 1. In consideration of being allowed to participate in the Aztec Gaming Production’s (AGP) Mictlan: The Journey, I hereby
RELEASE, WAIVE, DISCHARGE AND COVENANT NOT TO SUE THE STATE OF CALIFORNIA, THE TRUSTEES OF THE CALIFORNIA STATE UNIVERSITY, EAST BAY STATE UNIVERSITY FOUNDATION, INC., AND THEIR OFFICERS AND EMPLOYEES (hereinafter collectively referred to as the “RELEASEES”) from any and all liabilities, claims, demands, actions and causes of action whatsoever arising out of or related to any loss, damage, or injury, including death, that may be sustained by me or minor, or to any property belonging to me or minor, WHETHER CAUSED BY THE NEGLIGENCE OF THE RELEASEES, or otherwise, while participating in such activity, or while in, on or upon the premises where the activity is being conducted.
2. I am fully aware of risks and hazards connected with the activity of Aztec Gaming Production’s (AGP) Mictlan: The
Journey, the risk of which include but are not limited to bodily injury, and I hereby elect to voluntarily participate in said activity, and to enter the above-named premises and engage in such activity knowing that the activity may be hazardous to participant and my property. I VOLUNTARILY ASSUME FULL RESPONSIBILITY FOR ANY RISKS OF LOSS, PROPERTY DAMAGE OR PERSONAL INJURY, INCLUDING DEATH, that may be sustained by participant, or any loss or damage to property owned by me or minor, as a result of being engaged in such an activity, WHETHER CAUSED BY THE NEGLIGENCE OF RELEASEES or otherwise.
3. I further hereby AGREE TO INDEMNIFY AND HOLD HARMLESS the RELEASEES from any loss, liability, damage or
costs, including court cost and attorney’s fees, that they may incur due to participation in said activity, WHETHER CAUSED BY NEGLIGENCE OF RELEASEES or otherwise.
4. It is my express intent that this Release, and Hold Harmless Agreement shall bind the members of my family and spouse, if I am
alive, and my heirs, assigns and personal representative, if I am deceased, and shall be deemed as a RELEASE, WAIVER, DISCHARGE AND COVENANT NOT TO SUE the above-named RELEASEES. I hereby further agree that this Waiver and Liability and Hold Harmless Agreement shall be construed in accordance with the laws of the State of California.
IN SIGNING THIS RELEASE, I ACKNOWLEDGE AND REPRESENT THAT I have read the foregoing Waiver of Liability
Indemnification and Hold Harmless Agreement, understand it and sign it voluntarily as my own free act and deed; no oral
representations, statements, or inducements, apart from the foregoing written agreement, have been made. As
parent/guardian, I certify that I and he/she are in excellent health and have no physical, mental or emotional problems which
are likely to prevent participation in strenuous physical activity. I give permission for participant to be medically treated for
illness occurring or injury sustained during such participation and certify that I and he/she is covered by medical insurance.
Print Name Print Address Signature of Participant/Parent if under 18
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APPENDIX - D AGP Game Controller Risk Management Matrix
Identified Risk Likelihood of
occurring
Impact to project
Preventive Action
Contingency Action
Trigger Owner
USB Controller not compatible with game engine.
Moderate
High
No
communication between system
and USB controller
Tommy
Cable Extension Transducer (CET) not working with microcontroller
High
High
Contact the
Celesco and ask for data specs, get data specs
for microcontroller
Upgrade to
BasicATOM Pro 28,
research new circuit types to
increase compatibility
Transducer does not register with the basic stamp
code
Tommy Bobby
Cable on CET breaks
Moderate
VERY High
Order a backup
CET unit.
Use back up CET in place of damaged one. Inquire
about repairing price.
Loud cable
snapping noise
Tommy Bobby Victor
Not enough pins in the controller
Moderate
High
Create
flowchart of stamp
interactivity with controller
functions
Upgrade to
BasicATOM Pro 28
No interaction between board and controller
Victor
Nylon webbing breaks
Moderate
High
Double up on
the nylon
Reinforce the
stitching in the supports
Stitching becomes loose at the joints
Bobby
Basic stamp gets damage due to improper wiring of circuits
Low
High
Diagram circuit on paper before connecting, use a lot of resisters
to limit the current flow in
the circuit
Test circuit on smaller, and
cheaper board to avoid any
future damage to main board. Also read up
on specs
Board begins
emitting unusual amount of heat on
circuits. Box of “Magic” smoke
appears.
Tommy
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Identified Risk Likelihood of
occurring
Impact to project
Preventive Action
Contingency Action
Trigger Owner
WII handles
break
Moderate
Low
Research the strength of
various types of materials to
be used as handles.
Replace the handles with
a strong material
WII remote
becomes free from the CET
Victor
Drum harness
breaks
Low
High
Find the strength
rating of the band harness
from manufacturer
Order a
stronger rated band harness
Band harness shows sign of pressure and
cracks
Tommy
Computer not fast enough to
run unreal 2004
Moderate
Moderate
Purchase additional
ram for system, possible
switch system with fast computer
Have a back up system
that is faster then the current gateway
Computer
shows long load times for
loading the game.
Bobby Tommy
PBasic and
MBasic implementation is not the same
High
High
Find various
resources online and paper on MBasic
Tommy
Bluetooth does not sync with WII remotes
High
High
Tommy Victor
Stereo flicker on external
VGA
High
Moderate
On screen
visuals not clear and shows
camera flicker – double images
of what the user sees.
Bobby Victor
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Identified Risk Likelihood of
occurring
Impact to project
Preventive Action
Contingency Action
Trigger Owner
Optical audio is not working
with the system
Moderate
Moderate
Tommy
Computer
under the floor overheats
High
High
Plan on
installing ventilation
shafts through the floor
Purchase a
large cpu unit fan to aid in cooling off the board
System begins to slow down dramatically, poor response time to system
commands.
Bobby Victor
Poor wiring
and soldering connections
Moderate
Moderate
Double check all soldering connections
Re-solder the
poor connections on the board
Circuits begin to
short when in use
Tommy
Poor circuit
design
Moderate
Low
Diagram and
chart all placement of resisters and chips – label
all parts clearly
Redesign the circuit for the
board
Big difficulty in redesigning the
circuit
Tommy
Dell XPS will
not fit underneath the
floor of the game.
Moderate
Moderate
Measure the width of the
computer and compare to
the height of the floor
Downgrade
computer use to an older model that has a small width size.
Computer does not slide under the floor easily, trap door does not close with
the computer in place.
Tommy Bobby Victor
Damage to
exposed wiring.
Moderate
Moderate
Incase
exposed wiring in protective
tubing
Replace damage
wiring and place in
protective tubing.
Visible damage
to exposed wiring
Bobby
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Identified Risk Likelihood of
occurring
Impact to project
Preventive Action
Contingency Action
Trigger Owner
Steel cable on harness wears thin, possible safety danger
Low
Moderate
Research on the strength and weight rating of the
cable that would be used
Upgrade to
stronger cable with a
more resistant
protective coating
Cable shows
visible signs of wearing after
various testing of the harness
Bobby Tommy Victor
Pulleys not sliding well
with the cables
Low
Low
Test various
types of pulleys from various types
of manufactures
Purchase
pulleys that are of higher quality then normal ones
Cable does not slide through
pulleys smoothly
Bobby
Eye bolts are
not strong enough to
support 500lbs
Moderate
High
Research
advantages of using forged
eye bolts.
Purchase and used forged
eye bolts
Connection on
existing eye bolts show sign
of separation
Tommy Victor
Installation
frame begins to crack and get
deformed
Moderate
Moderate
Plan for multiple
placement of steel braces for wooden
joints
Replace the broken piece of wood and use strong
steel brackets as braces
Large visible crack in the frame of the
structure
Bobby
Bolts come
loose
Low
Moderate
Check the
tension of the bolts on a bi
monthly basis
If bolt is unable to become
retighten, replace bolt and washer
Bolts are loose
when we recheck them.
Tommy Bobby Victor
Roof on
installation is possible fire
hazard
High
Low
Inquire about
fire safety with building
and fire marshal
Remove
wooden roof and replace with black
screen netting
Notification
from school and director to remove the wood roof structure
Victor
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Identified Risk Likelihood of
occurring
Impact to project
Preventive Action
Contingency Action
Trigger Owner
Not enough in depth support
for Unreal Script for
unreal 2004
Moderate
High
Read over previous
projects that utilized similar
technology
Switch to
older version of unreal and
sacrifice detailed
graphics to level
Unable to
implement key parts of the
game such as: weapon
modification, sound
implementation, advanced bot
and AI control
Tommy Bobby
Unable to
model realistic terrain in UnrealEd
Moderate
High
Research
other possible 3rd party
software that can be
imported into the game
engine other then Maya
Use Maya to render terrain that would be imported into
the game engine
Unable to utilize
software tools effectively
Tommy Bobby
System conflict
between AI/Bots with
UnrealEd
Moderate
High
Go through unreal ed tutorials
Redo unreal ed tutorials and refer to the UDN
website for further support
Unreal Editor consistently
crashes
Bobby
Unable to
modify existing gun to custom gun for
project
High
VERY High
Go through
previous year’s
projects to see what
discoveries they had with
the unreal script
Hide the gun from HUD, create two meshes to shoot from
two different guns
Modification of
gun does not work with the game engine – system crashes
Tommy Bobby
Unable to export the
static meshes from Maya to
Unreal
Moderate
High
Research
ActorX tool to ensure
compatibility
Refer to
UDN network for
proper configuration
of ActorX tool
Static meshes do not import property into
Unreal
Victor
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Identified Risk Likelihood of
occurring
Impact to project
Preventive Action
Contingency Action
Trigger Owner
Complex
texturing does not import into
Unreal correctly
Moderate
Moderate
Limit the amount of textures to
recommended layers of
texture that is ideal for
importing
Reduce the textures to
simple colors
Imported static meshes do not have textures when brought into the game
engine
Victor
Custom sounds do not import into the game engine due to
new sound package
High
High
Use previous
version of unreal that has custom
sound support
Replace
custom sound with subtitles
to aid in narration
Importing of sounds do not successfully
play in playback through the
editor, possible system crashes
Bobby
Unable to
control two bots and AI at the same time
High
VERY High
Control
different bots by using different
version of the xpawn
Script one
character as an xpawn and another as a
monsterpawn
Running level
with two pawns causes system to
crash
Bobby
Program two
separate spawn points for
player and 1 enemy
Moderate
High
Research the function of the spawn
manager actor with the scripted sequence
Reload level after the end of each game
Xpawn and player keeps spawning in
opposite sides of the map
Bobby
Environmental
sounds that system uses are
not realistic
Moderate
High
Use sounds
from previous versions of
Unreal to help in finding
more realistic sounds
Use the sounds
provided from Unreal in the best possible
manner and arrangement
Unrealistic sound upon
playback of the level
Bobby
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Identified Risk Likelihood of
occurring
Impact to project
Preventive Action
Contingency Action
Trigger Owner
Problems with
importing Poser Models
into Maya
Moderate
High
Research any
3rd party programs that would aid in importing of models into
Maya
Find a 3rd
party program that
will aid in importing the Poser Model into Maya –
ActorX
Importing of Poser Models into Maya fail
Victor
Creating
skeletons in Maya
Moderate
High
Go through
Maya tutorials on
importing and exporting
skeletons into Maya along with creating
them
Seek advice
and help from current 3D Modeling professor at the school
Skeleton does
not react correctly with
animations when rendered
and tested
Tommy
Importing
Poser skeletons into Maya
Moderate
High
Research the 3rd party tool of ActorX in
importing skeletons
Create
skeletons from scratch in Maya and
sync it up with the
static mesh
Poser skeletons do not import correctly into
Maya
Tommy
Earth Sculptor
is not compatible
with UnrealEd
Moderate
Moderate
Research
compatibility between Earth Sculptor with
UnrealEd
Learn how to
use Unreal Editor to
make terrain through studying tutorials
Unreal Ed
crashes during importing of
terrain
Tommy
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APPENDIX – E
Computer Specifications Here is a list of all the computers and the specs that helped us in the production of our project. Keep in mind that what worked for us might not be what works for other projects.
Game Controller Gateway PC Specs:
Intel Pentium 4 1.8 GHz 1.25 GB of RAM Serial Port DVD-ROM
Installed Software: Windows XP Professional v. 2002 Service Pack 2 Basic ATOM PRO IDE Unreal Tournament 2004
Game PC Dell Precision 360
Specs: Intel Pentium 4 2.8 GHz 2 GB of RAM NVIDIA GeForce 6600 GT Over Clocked AGP 4x Creative Sound Blaster Audigy 2 PCI card
Installed Software: Windows XP Professional v. 2002 Service Pack 2 NVIDIA Force ware Graphics Driver v. 93.71 NVIDIA Force ware 3D Stereo Driver v. 91.31 Unreal Tournament 2004 PPJoy v. 0.83.0.000 GlovePIE v. 0.2.9.326 Xpadder v. 4.5 BlueSoleil v. 2.3.0.0
Production PC's
Specs: 2 x MacPro Towers 2 x Intel Xenon Dual-Core 2.66 GHz 2 GB of RAM or 6 GB of RAM ATI Radeon X1900 XT 512 MB PCI-E 16x
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Installed Software: Mac OSX v. 10.4.9 Adobe CS2 Maya 7.0 Unlimited Audacity 1.3.2 Blender Bryce 6.1 iLife '06 iWork '06 Levelator MacBS2 Macromedia Studio 8 Microsoft Office 2004 MOTU Digital Performer 5.1 MPEG Stream Clip NoteBook Poser 6 SlingShot Sorenson Squeeze TechTool Pro 4 Toast 8 Titanium Unreal Tournament 2004 iDefrag SuperDuper! Boot Camp XiphQT v. 0.1.7 Plug-in for QuickTime Windows XP Professional v. 2002 Service Pack 2 Unreal Tournament 2004 UnrealED Karma Authoring Tool (KAT) Photoshop CS2 Maya 7.0 Unlimited Maya 7.0.1 PLE Poser 6.0 Upaint EarthSculptor G16ed Basic ATOM PRO IDE WOTgreal ConText SyncToy ActorXTool v.244 Plug-in for Maya 7.0 UT2004 Plug-in for Maya 7.0 PLE BodyStudio v. 2.6.08 Plug-in for Maya or CR2Loader v 1.3 Plug-in for Maya
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Animation Loader v. 1.0 Plug-in for Maya NVIDIA Texture Tools Photoshop Plug-in
Specs: Dell XPS 710 Intel Core 2 Quad 2.66 GHz 2 GB of RAM 2 x NVIDIA GeForce 7900 GS 256 MB PCI-E 16x SLI
Installed Software: Same as MacPro Boot Camp Install Microsoft Office 2003 Adobe CS2 QuickTime Pro Macromedia Studio 8 Audacity
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APPENDIX – F
Marketing
Logo
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Business Cards
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Postal Cards
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T-Shirts
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Appendix – G
Hardware and Software Research
Here are some of the alternate hardware and software products that we considered
initially in planning for production of our project.
3D Software SketchUp is a free 3D application from Google. It is all around excellent 3D
application. It is very easy to create anything in 3D. SketchUp is designed for
professional architects, civil engineers, and filmmakers. It is marketed as an easy-to-use
conceptual tool with a simple interface. Add-ons can be downloaded from website. One
such add-on allows the user to export the 3D model as a .kmz file, which can then be
opened in Google Earth. SketchUp is highly stylized, it is limited to a very sketchy or
hand drawn sort of motif. It does not yield a very photorealistic result, but for creating
basic models that can be used in other 3D applications it is a good tool. Considering the
price and the ease of use, I don’t think there is a reason that we should not use it. There
is a good community that has created many components and extras.
Blender is a free open source 3D software solution. It was recently used to create
the first open source movie released under the General Public License, called “Elephants
Dream”. As far as I can tell this was done by the community to prove that blender is a
viable alternative to other 3D software packages like Maya and 3D Studio Max. It is
certainly feature rich. The problem that I see with using open source software is that
software engineers write it, and in general not much emphasis is placed on interface
design and usability. That is not to say that this is the case with all open source, but the
people that no how to use the application are going to be the ones who wrote it. As with
all High-end 3D applications, there is going to be a steep learning curve. There is
certainty plenty of documentation, but it is all done online in the form of wikis and user
groups, rather than books and tutorials. The real reason that we more than likely will not
use blender is that it, doesn’t support at least up front what we need to do in the end,
which I’m guessing is create the level and import it into UnrealEd. 3D Studio Max and
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Maya, all have plug-ins freely available tat will translate our creation in these programs
to the unreal Environment which is the engine will more than likely end up using.
SOFTIMAGE XSI V.5.11 is a 3d character-rendering program that has been
used in various current video games today. It is also important to note that Softimage is a
subsidiary of Avid Technology. Avid Technology is well know to produce innovative
tools for animators and digital artists in video production and game industries. In the
newest version of Softimage XSI they have included a small tool which is called
“Softimage: Face Robot.” This new tool allows greater control in the rendering of facial
features to a 3d character. Through the use of this tool, the creator is able to make facial
expressions more realistic to how the human body’s natural muscles react.
There are various key items to the program that make this ideal. Through the
website the company claims “A comprehensive C++ SDK, a variety of industry-standard
scripting languages, and support for over 50 2D and 3D file formats, make XSI is the
heart of any character production pipeline.” As we can already tell this program would be
mainly used to create characters that would be utilized in the game. This program does
however have the capability to be used in video game design; however it does not seem it
is the program’s intention.
One of the many improvements to this program is that they have made it more
versatile to accepting a larger variety of multimedia programs to assist in the free
exchange of digital assets. On the rendering side, they have made a vast improvement in
rendering in real time. What this means is that when the object is fully rendered you are
able to adjust the light source and the object would react to it without having to render the
object several times. Through this innovative tool, you are able to render portions of the
object while still keeping all other parts of the object non rendered. However, Softimage
has finally offered further support on other 3d programs that can be used in their
program. These programs include Autodesk 3ds Max, and Maya. What is the importance
of this? Every program has certain features that make their program unique and
sometimes preferred over other 3d and 2d programs. With the further compatibility of
these platforms it allows for several users to collaborate without having the challenge of
learning the tools of each different program. Lastly, Softimage XSI has improved on their
texture-mapping tool allowing ore complex textures to be applied to the user’s characters.
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With every program there are some downsides, because this program is fairly new
there are several bugs that have arrived. One of the main bugs that we are able to see as a
problem is during the rendering process. According to the website, the system would
sometimes freeze causing a delay in the creation process. One can already assume how
damaging this would be when it comes to time.
3d Max allows the user to “Generate realistic characters for a top-selling
game. Create rich and complex design visualization. Autodesk® 3ds Max® 9 3D
animation, rendering and modeling software lets game developers, design visualization
professionals, and visual effects artists maximize their productivity and tackle
challenging animation projects.” One of the strong points to this program is that it allows
you to create 3d animations in layers. This allows the user to turn on and off certain
layers thus making it easier for the system to process this without having to worry about
running out of ram. Another reason why this is a benefit is that it allows the user to break
up very dense scenes without having to worry about ruining other parts of the animation.
3d Max has also improved in their texture mapping ability in a move to make their
characters more realistic. In the previous version of this program users were unable to
switch from hi resolution and low resolution when working with this program. In the new
version the user now has that ability therefore making their workflow much more
efficient.
“Mental ray® 3.5 software adds powerful rendering functionality to 3ds Max 9.
Create photorealistic skies based on the position of the sun with Physical Sun and Sky
mental ray shader. New Architectural and Design shaders make it easier for designers and
architects to create effects such as blurred reflections, frosted glass, and glossy car paint.
The ability to create bump mapping on glossiness only and to simulate round corners and
soft edges makes objects appear even more natural and true to life.” This is a huge
advantage because it allows the creation of both characters and level design. With the
special effects that this program offers we are able to create our 3d world to be as realistic
as possible giving the player a true immersive experience.
Provided from researching various other artists who have used 3d studio max, the
rendering capabilities make the end product of this program very popular. This program
can be easily used for interior or exterior design as well as character design. Because we
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are opting to use the unreal tournament engine there is a lot of documentation between
the compatibilities of the game engine and the program. 3d studio max also seamlessly
able to convert Autocad files into studio max files, Autocad is a program mostly popular
for its architectural building capabilities. The capabilities of this program can already
been seen in popular industry games today, especially on the newest console by
Microsoft, the Xbox 360.
IRRLicht is another 3d program that is currently under development but is free
for the public to use. Obtaining this 3d program is extremely easy to come by. This also
serves as a strong advantage because the ability to get this program is fairly high. This
program does offer some advantages in the rendering areas. This program uses
independent software renders. Ultimately, this program accepts many more rendering
programs then the standard 3d program. This program can also be used in both character
and level design, which would fit the need of the project. However, because this program
is still under development the chances for possible bugs and glitches increase. The
website for the program offers some in depth documentation regarding this program.
Because this program is still in the development stage, the makers of this program have
made it very versatile and compatible with other 3d programs such as Maya and Studio
Max. Another positive aspect to this program is that this program is platform
independent. What does this mean? Basically the program can be used on any computer
platform with any kind of operating systems. It allows for multiple users to use the same
program on different computing systems that best matches the user’s comfort level.
On the negative aspect of this program is mainly from the fact that this program is
really new. And with a new program there is the possibility of various bugs and glitches
that can occur, regardless of how in depth the information provided from the company
website.
3D Engines
Crysis Engine is as far as we can tell the most visually advanced game engine
around. It is a 3D engine that yields photo realistic results. There are several screen
shots, that show photos of islands and the same island rendered in the crysis engine, side
by side and you can barely tell the difference. The crisis engine is currently available
only for the serious developers. The company is called CryTech and they will sell the
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engine to serious developers only and to even find out the price you have to be under a
non-disclosure agreement.
Quake Game Engine - The main difference between quake and the various older
game engine is that its ability to truly utilize 3d rather then 2d. Many game engines will
use 2d and utilize the X and Y coordinates to give the illusion of 3d. The Quake game
engine however does not use this, it utilizes the true 3d space. The lighting technique that
the game engine uses is more realistic on both the environment and with the characters
that the user should bring into the video game. Aside from the intuitive nature of this
engine, the open source information for this engine is very abundant. This game engine
contains a lot of information that has been relied upon by many video game enthusiasts. It
is also important to mention that the controller layout on the keyboard is much more
common and comfortable for many players then the traditional mouse and keyboard
combination.
On the negative aspect of this engine is that the newest version of this game
engine is still not attainable. The quake 2 game engine is easy enough to obtain, however
because we will be using Maya as our 3d rendering program there may be some minor
conflicts between the two programs working together. Also, there is little documentation
between the two programs supporting each other.
3D Visors
The V-Real Viewer 3D is portable, lightweight (small and snug to ensure a
comfortable fit) and design for use with a PC.
• Full color, quality viewing and vivid graphics
• Connect to computer via a d-sub 15 pin connector and any video source
• Compatible with any version of Windows
• Head tracker can be added to track head movement
• Integrated headphones provide Stereo Surround Sound
• Includes eye-cups to block outside light
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Specifications:
• Resolution: 800x600
• Virtual Image Size: 76" at 11'
• Field of View: 30 degrees
• Input Signal: NTSC/PAL Video, VGA
• Modes: 2D and 3D Stereoscopic
• Eye Relief: 25MM
• Power Consumption: 6V
Cost
• V-Real Viewer PC 3D with Earbuds - $749.00
• V-Real Viewer PC 3D with Headphones - $799.00
• Battery and Charger - $149.00
• Integrated Microphone with Voice Recognition Software Add $125.00
Visette45 SXGA is a fully immersive head mounted display that is lightweight
and comfortable and offers new display technology.
• Product design will allow for integration of wide rage of precision trackers
• Low power consumption
• Dual input signal for Video and PC (the 3D version only)
Specifications:
• Full stereoscopic type
• Resolution: 1280x1024
• Field of View: 45 degrees
• Input Signal: Analog RGB, DVI, NTSC/PAL, S-video
• Virtual Image Size: 80”
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• Power Consumption: Input – AC80 to 280 / Output – 5V, 3.3V
• Modes: 2D and 3D
Cost
• 2D version - $8,500.00
• 3D version - $9,750.00
These are just two of the head mounted displays that have the features we would like. We
are currently leaning towards the V-Real Viewer 3D for its price, but we are still
conducting research for other similar products.
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PART 22. WORKS CITED
We have included a list of all the references that were used during the process of our project development. Art and Content Sources
• Andres's Homepage. Nov.-Dec. 2006 <http://webpages.csus.edu/~sac18212/>. • "Arrival of the Spanish." Sept.-Oct. 2006
<http://www.sbceo.k12.ca.us/~vms/carlton/spanish.htm>. • "Art and Archaeology." Greg Sandor. Feb.-Mar. 2007
<http://www.gregsandor.com/>. • "Avenue of the Dead." Oct. 2006 <http://www-
math.mit.edu/~rstan/photos/mexico/avenue_of_the_dead.jpg>. • "Aztec Clip." Click on Cuernavaca. Sept.-Oct. 2006
<http://www.clickoncuernavaca.com/more%20pages/clip%20art/aztec_Clip_III.jpg>.
• "Aztec Gods and Deities." Aztec Calendar. Oct.-Nov. 2006 <http://www.azteccalendar.com/god/>.
• Aztec Mod. Apr. 2007 <http://aztecmod.darkesthourgame.com/>. • "Aztec Moon Goddess." Mystic Unicorn. Oct.-Nov. 2006
<http://www.mysticunicorn.com/PCO-P3.html>. • "Aztec Mythology." Wikipedia. Sept. 2006
<http://en.wikipedia.org/wiki/Aztec_mythology>. • "Aztec." Wikipedia. Oct. 2006 <http://en.wikipedia.org/wiki/Aztec>. • Based on the Myth of the Suns and the Toltec-Chichimec Origins of the Mexican
People, as translated by Willard Gingerich, in The Flayed God. by Roberta H. and Peter T. Markman
• "Eagle Knight." Click on Cuernavaca. Dec. 2006 <http://www.clickoncuernavaca.com/more%20pages/AztecClip.htm>.
• Food Museum. Oct.-Nov. 2006 <http://foodmuseum.typepad.com/food_museum_blog/images/aztec.jpeg>.
• "Indigenous Internet." Iicoc. Nov.-Dec. 2006 <http://www.iicoc.com/Education>. • "Introduction to the Aztec Calendar." Aztec Calendar. Oct.-Nov. 2006
<http://www.azteccalendar.com/azteccalendar.html>. • "Mexican and Aztec History." Montezumas. Oct. 2006
<http://www.montezumas.com.au/aztec.htm>. • "Mictlan Myth." Oct. 2006 <http://home.freeuk.com/elloughton13/quest6.htm>. • Mod DB. Feb.-Mar. 2007 <http://mods.moddb.com/9170/aztecempire/>. • "Origin of the Day of the Dead." Gold Reef. Nov. 2006
<http://www.goldreef.com/diademuertos/hollowsday/origin.html>. • "Other Cultures." Myth Web. Oct. 2006
<http://www.mythweb.com/teachers/why/other/mictlan.html>.
• "Pictures." Aztec Mythology. Oct. 2006 <http://aztechyde.pbwiki.com/Pictures>.
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• "Pre Columbian America." Wise Gorilla. Feb. 2007 <http://www.wisegorilla.com/images/aztec/aztec.html>.
• "Pulque." Wikipedia. Nov. 2006 <http://en.wikipedia.org/wiki/Pulque> • Sonora News. Nov.-Dec. 2006
<http://www.sonorannews.com/archives/2005/2005-11/051102/imagesedition/art-02-fs.jpg>.
• "Spirit Hit." News. Dec. 2006 <http://news.spirithit.com/images/uploads/culture_art_ext_194x215/12.16.04_aztec-3_378.jpg>.
• "State." TYC. Oct.-Nov. 2006 <http://tyc.state.tx.us/images/hispanic_mural.jpg>. • "Teotihuacan." Instructional 1. Oct.-Nov. 2006
<http://instructional1.calstatela.edu/bevans/Art446-03-Teotihuacan/WebPage-Full.00014.html>.
• "Teotihuacan." Native Web. Nov. 2006 <http://nativeweb.org/pages/pyramids/teotihuacan.html>.
• "Teotihuacan." Richard Seaman. Oct.-Nov. 2006 <http://www.richard-seaman.com/Travel/Mexico/Teotihuacan/index.html>.
• "Teotihuacan." Shunya. Sept.-Oct. 2006 <http://www.shunya.net/Pictures/Mexico/Teotihuacan.htm>.
• "The Avenue of the Dead." Archaeology of Teotihuacan. Sept.-Oct. 2006 <http://archaeology.asu.edu/teo/intro/dead.htm>.
• "The Jean Charlot Collection." The Jean Charlot Collection. <http://libweb.hawaii.edu/libdept/charlotcoll/murals/mural12.html>.
• Wise Gorilla. Feb. 2007 <http://www.wisegorilla.com/images/aztec/aztec.html>. Books
• Baker, Stephen, and Song Speckels. "Apollo Beyond." Diss. California State Univ., East Bay, 2006.
• Brooks, Jr, Frederick P. The Mythical Man-Month. Boston: Addison-Wesley, 1995. 1-322.
• Busby, Jason, Zak Parrish, and Joel Van Eenwyk. Mastering Unreal Technology the Art of Level Design. Indianapolis: Sams, 2005. 1-962.
• Clark, Ruth C., and Richard E. Mayer. E-Learning and the Science of Instruction. San Francisco: Pfeiffer, 2003. 1-322.
• Flynt, Ph.d., John P., and Brandon Booth. Unreal Tournament Game Programming for Teens. Boston: Thomson, 2007. 1-283.
• Flynt, Ph.d., John P., and Chris Caviness. Unreal Script Game Programming All in One. Boston: Thomson, 2006. 1-596.
• Kearsley, Steve, Linh Nguyen, Ivonne Proano, Xavier Velazquez, and Sasha Grueneberger. "Conspiritus." Diss. California State Univ., East Bay, 2005.
• O'sullivan, Dan, and Tom Igoe. Physical Computing Sensing and Controlling the Physical World with Computers. Boston: Thomson, 2004. 1-464.
• Reinhardt, Robert, and Joey Lott. Flash MX 2004 Action Script Bible. Indianapolis: Wiley, 2004. 1-938.
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• Ridell, Danny, Morgan Robinson, and Nathaniel Stein. Visual Quickstart Guide MAYA 7 for Windows and Macintosh. Berkeley: Peachpit P, 2006. 1-548.
Game Engine Support
• "A Mac UT Website." OSX. Oct.-Nov. 2006 <http://osx.beyondunreal.com/>. • Angel Mapper. Mar. 2007 <http://www.angelmapper.com>. • "Beginner's Guide." Chimeric. Feb. 2007
<http://chimeric.beyondunreal.com/tutorials/beginners_guide1.html>. • BeyondUnreal. Mar. 2007 <http://www.beyondunreal.com>. • Bulldozer. Feb. 2007 <http://www.bulldozer.utjag.co.uk/WaveToUMX.htm>. • Clantemplates.Com. Mar. 2007
<http://forums.clantemplates.com/showthread.php?t=67272>. • "CaveUT 2004 V.1.1." PlanetJeff. Jan. 2007
<http://www.planetjeff.net/ut/CaveUT.html>. • "Code." Tigoe.
<http://www.tigoe.net/pcomp/code/archives/pbasic_basic_stamp/index.shtml>. • "Coding for Fun." Mar. 2007
<http://blogs.msdn.com/coding4fun/archive/2007/02/19/1719502.aspx>. • "Commands." UT Console. Nov.-Dec. 2006
<http://unreal.epicgames.com/UTConsole.htm>. • GameDesign.Net Prefabs. Nov. 2006 <http://prefabs.gamedesign.net/>. • "GDSE." Game Development Search Engine. Oct.-Nov. 2006
<http://www.gdse.com/>. • "Home Page." Unreal Wikis. Feb. 2007 <http://www.unrealwiki.com>. • Jabjuba. Mar. 2007 <http://www.jabjuba.com/new/unreal_editor_tutorial.html>. • "Latest Site News." Cyber Loonies. Nov. 2006 <http://www.cyberloonies.com/>. • Machinima.Com. Mar. 2007 <http://www.machinima.com/article.php?id=108>. • Old Unreal. Apr. 2007
<http://www.oldunreal.com/UnrealReference/mp3_2_umx/index.html>. • "Overview." Unreal Script. Mar. 2007 <http://unreal.student.utwente.nl/uncodex-
u1/overview.html>. • Planet Unrel. Feb. 2007
<http://www.forumplanet.com/planetunreal/topic.asp?fid=3694&tid=1942150>. • "Tutorials." Architectonic. Mar. 2007
<http://architectonic.planetunreal.gamespy.com/first_level.html>. • "Unreal Developer Network." EpicGames. Feb.-Mar. 2007
<http://udn.epicgames.com/Main/WebHome.html>. • "Unreal Engine 2 Runtime." Epic Games. Jan. 2007
<http://udn.epicgames.com/Two/UnrealEngine2Runtime.html>. • "Unreal Maps." Feb. 2007
<http://www.intergate.com/~spentron/unreal/index.html>. • Unreal Playground. Feb. 2007 <http://www.unrealplayground.com/>. • "Unreal Tournament 2004 Mod Author Support Site." Epic Games. Nov. 2006
<http://udn.epicgames.com/Two/PublicModResource.html>. • "Unreal Tournament." Unreal.IE. Oct.-Nov. 2006 <http://Unreal.ie/>.
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• "Unreal Tournament Mutators." Unreal Tower. Mar. 2007 <http://www.unrealtower.org/utmuts>.
• "Wolf's Tutorials." Feb. 2007 <http://unreal.gamedesign.net/tutorials/ued.shtml>. General Sources
• "Computer Software Training." VTC. Jan.-Feb. 2007 <http://www.vtc.com/index.php>.
• "Entertainment Software Association." ESA. Nov. 2006 <http://www.theesa.com/index.php>.
• "Essential Facts." 25 June 2006 <http://www.theesa.com/archives/files/Essential%20Facts%202006.pdf>.
• “Entertainment Software." ESA. 21 June 2006 <http://www.theesa.com/index.php>.
• “Healthy Gaming Guide.” X Box. 22 June 2006 <http://www.xbox.com/en-US/support/familysettings/healthygamingguide.htm>.
• "LiquidIce's Nintendo Wii Hacks." Wii Hacks. Jan.-Feb. 2007 <http://wiihacks.blogspot.com/>.
• "News." ZDNet. Jan.-Feb. 2007 <http://news.zdnet.co.uk/hardware/0,39020351,2103574,00.htm>.
• Obsidian Entertainment. Apr. 2007 <http://forums.obsidianent.com/index.php>. • "Ogg." Wikipedia. Jan. 2007 <http://en.wikipedia.org/wiki/Ogg>. • "Our Blog." IStock Photos. Jan. 2007 <http://www.istockphotos.com>. • "Pulley." Wikipedia. Oct. 2006 <http://en.wikipedia.org/wiki/Pulley>.
Hardware Sources
• Basic Micro. Jan. 2007 <http://www.basicmicro.com/>. • "Beginning with the Basic Stamp." Maker Faire. Jan. 2007
<http://www.makezine.com/blog/archive/2007/03/beginning_with_the_basic.html>.
• "Calculate Resistor Values From Color Codes." DannyG. Feb. 2007 <http://www.dannyg.com/examples/res2/resistor.htm>.
• Celesco. Jan.-Feb. 2007 <http://www.celesco.com/>. • “Cyber Mind.” HMD. 20 July 2006
<http://www.cybermindnl.com/index.php?page=shop.product_details&flypage=shop.flypage&product_id=50&category_id=ced1bd070c3193f0349579a021e83Da7&option=com_phpshop&Itemid=1>.
• "Circuit Bending." Maker Faire. Feb. 2007 <http://www.makezine.com/blog/archive/2007/01/circuit_bending_4.html>.
• "Current-to-Voltage Converson." Science Hypermedia. Feb. 2007 <http://elchem.kaist.ac.kr/vt/chem-ed/electron/circuits/itov.htm>.
• "I-Pac." Ultimarc. Feb.-Mar. 2007 <http://www.ultimarc.com/ipacve.html>. • Jan.-Feb. 2007 <http://www.vrealities.com/vrealviewer3D.html>. • "Light Emitting Diodes (LEDs)." The Electronics Club. Feb. 2007
<http://www.kpsec.freeuk.com/components/led.htm>.
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• Mac DevCenter.Com." O'Reilly. Dec. 2006 <http://www.oreillynet.com/mac/blog/2005/02/basic_stamp_primer.html>.
• "Multimeter Tutorial." Maker Faire. Jan.-Feb. 2007 <http://www.makezine.com/blog/archive/2007/01/multimeter_tuto.html>.
• "Products." Cybermind. Dec. 2006 <http://www.cybermindnl.com • "Soldering Tutorial." Maker Faire. Feb. 2007
<http://www.makezine.com/blog/archive/2007/01/soldering_tutor_1.html>. • "Student Shop." Journey Ed. Oct. 2006 <http://www.journeyed.com/home.asp>. • V-Real Viewer 3D. 18 July 2006
<http://www.vrealities.com/vrealviewer3D.html>. • ZD Net UK . 28 June 2006
<http://news.zdnet.co.uk/hardware/0,39020351,2103574,00.htm>. Maya and 3D Sources
• 3D Buzz. Sept. 2006 <http://www.3dbuzz.com/vbforum/sv_home.php>. • 3D Cad Browser. Mar. 2007 <http://www.3dcadbrowser.com/>. • 3D Commune. Feb. 2007
<http://www.3dcommune.com/3d/store/display.mv?vs_mura>. • "3D Modelling & Animation." ACL. Mar. 2007
<http://acl.arts.usyd.edu.au/index.php?option=com_content&task=view&id=35&Itemid=59>.
• "3d Visor.Com." EMagin. Dec. 2006 <http://www.3dvisor.com/>. • “Alias Maya” JourneyED.Com. 26 June 2006
<http://www.journeyed.com/itemDetail.asp?T1=28126476+Y1999>. • Autodesk Maya. 25 June 2006
<http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=7635018>. • Autodesk. Feb.-Mar. 2007
<http://usa.autodesk.com/adsk/servlet/home?siteID=123112&id=129446>. • "Client Side Tutorials." Wavelenght. Sept.-Oct. 2006
<http://articles.thewavelength.net/269/>. • Content Paradise. Apr. 2007 <http://www.contentparadise.com/>. • "Creative Games." Creative Technologies. Feb. 2007
<http://creativetechnology.salford.ac.uk/fuchs/index.htm>. • "Documentation." Autodesk. Sept.-Oct. 2006
<http://usa.autodesk.com/adsk/servlet/index?id=8782084&siteID=123112>. • "Documentation." Autodesk. Sept.-Oct. 2006
<http://usa.autodesk.com/adsk/servlet/index?id=8782084&siteID=123112>. • "High End 3D." High End 3D. 07 Oct. 2007 <http://www.highend3d.com/>. • "Hints." Game Spot. Dec. 2006
<http://www.gamespot.com/pc/action/ut2004/hints.html>. • Jan. 2007 <http://www.learning.maya.com • "Making Clothes." Free UK. Nov. 2006
<http://home.freeuk.com/elloughton13/everyday6.htm>.
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• "Maya Tutorial Database." Learning-Maya.Com. Oct. 2006 <http://www.learning-maya.com/index.php>.
• "Maya Tutorials." Ultimate 3D Links. Jan. 2006 <http://www.3dlinks.com/tutorials_maya.cfm>.
• "Mutators." Mar. 2007 <http://www.loony.loony.name/Tutorials/Mutators.htm>. • Pixel Corps. Oct.-Nov. 2006 <http://www.pixelcorps.com/index.php>. • Poser World. Feb. 2007 <http://www.poserworld.com/Home.aspx>. • Renderosity. Mar. 2007 <http://market.renderosity.com/>. • "Society for American Archeology." SAA. Sept.-Oct. 2007 <http://saa.org/>. • "Tutorials." Tutorialized. Sept. 2006
<http://www.tutorialized.com/tutorials/Maya/1>. • "Tutorial Section." Corrupted Imagery. Feb.-Mar. 2006
<http://corruptedimagery.com/tutorials/unreal/mayatounreala.htm>. • "Tutorials." Jeffparrot.Com. Oct.-Nov. 2006
<http://www.jeffparrott.com/mayaut2k3_01.html>. • Vanishing Point. Mar. 2007 <http://www.vanishingpoint.biz/>.
Music
• James Horner. Apocalypto (Score From the Motion Picture). Hollywood Records, 2006.
Web Design Sources
• ActionScript.Org. Jan.-Feb. 2007 <http://www.actionscript.org>. • FlashKit.Com. Feb. 2007 <http://www.flashkit.com>.