Monday 29 January 2018

Hardware Technologies for game platforms - HCI

GAME PLATFORMS(H.C.I)

 JOYSTICK
In computers, a joystick is a cursor control device used in computer games and assistive technology . The joystick, which got its name from the control stick used by a pilot to control the ailerons and elevators of an airplane, is a hand-held lever that pivots on one end and transmits its coordinates to a computer.

It often has supplementary switches to control various aspects of the aircraft's flight. Joysticks are often used to control video games, and usually have one or more push-buttons whose state can also be read by the computer. A popular variation of the joystick used on modern video game consoles is the analogy stick.
Reference: https://www.gamasutra.com/view/feature/131956/a_history_of_gaming_platforms_.php

KEYBOARD
A gaming keypad is a small, auxiliary keyboard designed only for gaming. It has a limited number of the original keys from a standard keyboard, and they are arranged in a more ergonomic fashion to facilitate quick and efficient gaming key presses. The commonly used keys for gaming on a computer are the 'W', 'A', 'S', 'D', and the keys close and adjacent to these keys. These keys and style of using a keyboard is referred to as WASD. A gaming keypad will not only optimise the WASD layout, but will often contain extra functionality, such as volume control, the Esc. key, and the F1–F12 keys.

Christopher Latham Sholes (February 14, 1819 – February 17, 1890) was an American inventor who invented the QWERTY keyboard, and along with Frank Haven Hall, Samuel W. Soule, Carlos Glidden and John Pratt, has been contended as one of the inventors of the first typewriter in the United States.
Reference: https://www.razerzone.com/gb-en/gaming-keyboards

MOUSE
A gaming mouse is essentially a desktop mouse with additional functions to make it suited to computer gaming and high intensity programming. These functions often include programmable buttons, higher sensitivity, adjustable weight and faster

WHEEL&PEDALS
A racing wheel is a method of control for use in racing video games, racing simulators, and driving simulators. They are usually packaged with a large paddle styled as a steering wheel, along with a set of pedals for gas, brake, and sometimes clutch actuation, as well as various shifter controls. An analog wheel and pedal set such as this allows the user to accurately manipulate steering angle and pedal control that is required to properly manage a simulated car, as opposed to digital control such as a keyboard.

The pedal goes with the wheel so that ti works together to steer and move at the same time. This gives the player more of a feel of being in an actual car.

MOTION SENSING INPUT DEVICE (KINECT, PLAY STATION CAMERA)
Kinect is an add-on device for the Microsoft Xbox 360 gaming system that enables users to control games, movies and music with physical motion or voice commands and without the need for a separate input controller like a joystick or keyboard.

The PlayStation Camera is a rectangular black device that plugs into the back of the PS4. ... TheCamera actually houses two definition-stereoscopic wide-angle cameras.
t also functions as a Kinect-style device for motion-controlled games, used in conjunction with the light bar on the back of the controller. Further, the Camera lets you command your PS4 with voice and motion controls, with functions such as launching a game or returning to the home screen.MOTION CONTROLLERS (WII REMOTE, PLAY STATION MOVE)


VOICE CONTROLLERS
Speech-generating devices (SGDs), also known as voice output communication aids, are electronic augmentative and alternative communication (AAC) systems used to supplement or replace speech or writing for individuals with severe speech impairments, enabling them to verbally communicate.

HEADSETS (OCULUS RIFT, HTC VIVE)

The Oculus Rift is a virtual reality headset developed and manufactured by Oculus VR, a division of Facebook Inc., released on March 28, 2016. Oculus initiated a Kickstarter campaign in 2012 to fund the Rift's-development, after being founded as an independent company two months prior.


The HTC Vive is a virtual reality headset developed by HTC and Valve Corporation. The headset uses "room scale" tracking technology, allowing the user to move in 3D space and use motion-tracked handheld controllers to interact with the environment.

The HTC Vive was unveiled during HTC's Mobile World Congress keynote in March 2015. Development kits were sent out in August and September 2015, and the first Consumer version of the device was released on April 5th, 2016.


Sound

SOUND
-sound produced by continuous and regular vibrations, as opposed to noise.

SPEECH
-the expression of or the ability to express thoughts and feelings by articulate sounds.

ICONOGRAPHY
-the visual images and symbols used in a work of art or the study or interpretation of these.


SYMBOLISM

-the use of symbols to represent ideas or qualities.

METAPHORS
-A metaphor is a figure of speech that directly refers to one thing by mentioning another for rhetorical effect It may provide clarity or identify hidden similarities between two ideas.

Theme songs from games that show information to the player:

https://www.youtube.com/watch?v=tIHDP8sksFM


This video makes sound to show the player that the character they are playing is in pain and about to die.


https://www.youtube.com/watch?v=_CW21zC9YWE

This is a video to show the sound of a car, This shows that the players cars engine is working.


https://www.youtube.com/watch?v=bVEjmrjIF5U

This is a sound effect to show you have collected a coin.


Listen to at least 5 different pieces of gaming music/FX
Why did the game maker use this music and its sound FX?



Because it matches the tone of the game and sets the mood.

Did it work? If so or not, Why?


Yes for most because the emotion of the characters went well with the music.
Would you use different music/sound FX and why?
For the others i would change the base and give it more depth.

Research (on-line/journals in library)
i went onto youtube and chose a random selection of music from games.

Why is music and sound FX so important within games development?


Because it gives the player sense to the story that is being told and how that noise can lead to something further on into the game. its sets the mood and the tone of the game.

What is waveform, (wavelength, amplitude, frequency); pitch; Hertz (Hz); decibel level (dB); sound generator (loudspeaker)?
Look at a dictionary definition first.

A waveform is the shape and form of a signal such as a wave moving in a physical medium or an abstract representation.


In physics, the wavelength of a sinusoidal wave is the spatial period of the wave—the distance over which the wave's shape repeats, and thus the inverse of the spatial frequency.


Amplitude, in physics, the maximum displacement or distance moved by a point on a vibrating body or wave measured from its equilibrium position. It is equal to one-half the length of the vibration path.


For an oscillating or varying current, frequency is the number of complete cycles per second in alternating current direction. The standard unit of frequency is the hertz, abbreviated Hz.
A pitch is the quality of a sound governed by the rate of vibrations producing it; the degree of highness or loertz is the SI unit of frequency, equal to one cycle per second.


Definition and examples. The decibel (DB) is used to measure sound level, but it is also widely used in electronics, signals and communication. The dB is a logarithmic way of describing a ratio. The ratio may be power, sound pressure, voltage or intensity or several other things.


A sound generator is a vibrating object which produces a sound. There are two main kinds of sound generators (thus, two main kinds of musical instruments).

What is Foley?
relating to or concerned with the addition of recorded sound effects after the shooting of a film.


Music, FX and legal considerations

1. List a range of music/FX sources.

The last of us theme song:
https://www.youtube.com/watch?v=pfA5UqEU_80Related image
Image result for black ops origins

Call of duty black ops 2 Origins story theme song:


2. Using at least 3 of your favourite games explain the purpose of game music

With the last of us theme song kicks in, this is a very important part of the game as this is when a character suddenly dies called Sarah(joels daughter). The emotion comes flooding in as you are shook after only a few seconds of game play.The suspense is literally right in front of you, as soon as you hear those gun shots action is there also. This theme song adapts well as it really shows the sadness in the game right from the beginning.

In black ops, this intro is very unique and different to the last of us as It sounds more badass and out going, there is allot more action too. Through out the clip, the story and the music together gives you the emotion of war and a fearful atmosphere, you also feel creeped out by the story as well. The suspense is when you see the characters of the game having there little moment battling the undead.
3. What are the legal considerations needed when obtaining or using Music/FX?

https://www.videomaker.com/article/c2/14537-whats-legal-when-are-background-sounds-with-a-copyright-in-video-clips-ok

Here is a link to show what is needed for obtaining or using music and also to show what copy right means within it.

Sound File Formats:


Uncompressed


Wav: Waveform audio File Format, a format for storing uncompressed audio files. It tends to be larger than an mp3 because it hasn't been compressed at all.


Aiff: Audio Interchange File Format. It is an uncompressed lossless file.


Au: It was introduced by Sun Microsyste,s and it was more common on earlier forms of web pages. It is an uncompressed file.

Smp: This file extension is refered to as SmartMusic Peformance.

Voc:

Lossy Compression

Mp3: This is the standard format for compressed sound files and this makes it into a much smaller file compared to an uncompressed file. You will most commonly see this file on a mobile phone with downloaded music.


Ra: This file is known as Real Audio File and it is also compressed.


Vox: This file contains MetaVoice audio data, it is also compressed making it a much smaller file.
Audio Sampling
1. How can resolution and bit-depth constrain file size?


The greater the ‘bit depth’ the finer the levels of change that can be recorded so the higher fidelity the gradations of the image. Naturally the equipment to perform this task this is more expensive and the resulting file size is correspondingly larger. As a consequence more space is needed in the computer system to handle and store the image. Depending upon scanning options, bit depth can be 24, 30, 36, 48 or even 64


Note: the file format used to save the image information can change the figure calculated but not by a vast amount. Files can of course be 'compressed'.
So it's the 'expanded' or uncompressed file size that's really important.

2. Explain what the following words mean: 

Sample rate:Sample rate is the number of samples of audio carried per second, measured in Hz or kHz (one kHz being 1 000 Hz).

Mono:By Vangie Beal Commonly called mono sound, mono, or non-stereo sound, this early sound system used a single channel of audio for sound output. In monophonic sound systems, the signal sent to the sound system encodes one single stream of sound and it usually uses just one speaker.

Stereo:sound that is directed through two or more speakers so that it seems to surround the listener and to come from more than one source; stereophonic sound.

Surround sound:a system of stereophony involving three or more speakers surrounding the listener so as to give a more realistic effect.

Audio Limitations of Games Platforms

How can the following information limit the recording of sound?

DSP – Digital Signal Processor
RAM – Random Access Memory
File format (eg Mp3, Wav, Aiff)
Audio output (eg Mono, Stereo, Surround).
PCM – Pulse Code Modulation

Audio Recording Systems

In what types of scenario may you use the following audio recording equipment?

For example, Multi-track recording, Midi – Multi Instrument Interface, DAT, Analogue, Software Plug-in’s, Software Sequencer.

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