AR Gaming Controller: GPS and Bluetooth for Interactive Sports, Study Guides, Projects, Research of Electrical and Electronics Engineering

The development of an augmented reality gaming controller using gps and bluetooth technology. The inspiration came from the desire to enhance physical sports with digital feedback and the success of games like guitar hero. The controller uses gps for positioning and bluetooth for communication and feedback. The document details the challenges faced during implementation, such as data parsing and visualization, and the eventual creation of a pong game. The project resulted in a functional controller that could be used for interactive sports games.

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Paul Lorsbach
May 9, 2007
ECE 395 – Final Write-up
Augmented Reality Gaming Controller
IMPETUS:
The inspiration for this project came out of few different ideas. One angle was
the want to fill a technological void in physical sports. Much of the core equipment lacks
any sort of electronic augmentation. Bats are still just wooden bats, baseball gloves
leather, footballs pigskin, etc. While there are good reasons to keep their development
conservative in the professional arena, there is still a world to explore here.
Guitar Hero was an inspiration for this project as well. What struck me about the
model of Guitar Hero (and indeed in almost every game) is how the computer games can
convolute, handicap, or help the user’s experience of some activity, in this case playing
guitar. Playing “guitar” through guitar hero affords the user skill that would otherwise
take years to garner. Of course playing a video game can’t make up for actual talent but
even still there’s almost a twisted parallel community of expert users that come out of
such a game. But despite the fact that there can be such a huge breadth of skill, brand
new players can still jump on a song and play next to an expert (one playing the bass part
the other guitar, for example) and both have a challenging fun experience. At a
beginning level a player will only have a few buttons to hit and they will come less often,
whereas an expert player will have to nail multiple button combinations at extremely fast
rates. But both are playing the same song at the same time. So this game effectively lets
you “play guitar” at the same skill level despite your actual skill level.
The casual sports world could benefit from this type of normalization as well. It’s
simply not fun to play a game of basketball with someone who is ten times better than
you or to play baseball with someone who can barely swing the bat. If this videogame
paradigm could be implemented in sports then even a 5 year old could have a competitive
game with a professional.
Coming at this from a different angle was the Nintendo Wii controller. Finally a
gaming controller has brought physical movement and gestures to the video game world.
While it is a breath of fresh air to play a game by swinging your arms around, we are still
a long way away from saying you can get a good workout from playing video games. A
ball and chain that video games have is that they almost exclusively use visuals for the
game feedback. You can’t play a video game with anything other than a monitor or TV.
But it is of course hard to bring a TV to a football field and to play a physical game when
you have to constantly stare at one immobile spot. Tactile and audio feedback, however,
could adequately clue the user into the digital state of the game while leaving their
visuals to keep track of the physical state.
DESIGN:
Position - The gaming controller, first of all, has to have a positioning system. I tossed
around and researched a few different ideas. Ultrasonics are good because of their
precision but they do not scale well and require sensors to be implanted on the field.
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Paul Lorsbach May 9, 2007 ECE 395 – Final Write-up Augmented Reality Gaming Controller IMPETUS: The inspiration for this project came out of few different ideas. One angle was the want to fill a technological void in physical sports. Much of the core equipment lacks any sort of electronic augmentation. Bats are still just wooden bats, baseball gloves leather, footballs pigskin, etc. While there are good reasons to keep their development conservative in the professional arena, there is still a world to explore here. Guitar Hero was an inspiration for this project as well. What struck me about the model of Guitar Hero (and indeed in almost every game) is how the computer games can convolute, handicap, or help the user’s experience of some activity, in this case playing guitar. Playing “guitar” through guitar hero affords the user skill that would otherwise take years to garner. Of course playing a video game can’t make up for actual talent but even still there’s almost a twisted parallel community of expert users that come out of such a game. But despite the fact that there can be such a huge breadth of skill, brand new players can still jump on a song and play next to an expert (one playing the bass part the other guitar, for example) and both have a challenging fun experience. At a beginning level a player will only have a few buttons to hit and they will come less often, whereas an expert player will have to nail multiple button combinations at extremely fast rates. But both are playing the same song at the same time. So this game effectively lets you “play guitar” at the same skill level despite your actual skill level. The casual sports world could benefit from this type of normalization as well. It’s simply not fun to play a game of basketball with someone who is ten times better than you or to play baseball with someone who can barely swing the bat. If this videogame paradigm could be implemented in sports then even a 5 year old could have a competitive game with a professional. Coming at this from a different angle was the Nintendo Wii controller. Finally a gaming controller has brought physical movement and gestures to the video game world. While it is a breath of fresh air to play a game by swinging your arms around, we are still a long way away from saying you can get a good workout from playing video games. A ball and chain that video games have is that they almost exclusively use visuals for the game feedback. You can’t play a video game with anything other than a monitor or TV. But it is of course hard to bring a TV to a football field and to play a physical game when you have to constantly stare at one immobile spot. Tactile and audio feedback, however, could adequately clue the user into the digital state of the game while leaving their visuals to keep track of the physical state. DESIGN: Position - The gaming controller, first of all, has to have a positioning system. I tossed around and researched a few different ideas. Ultrasonics are good because of their precision but they do not scale well and require sensors to be implanted on the field.

RFID triangulation was a possible avenue but it seemed that this was an unreliable and touchy situation. The RFID standard didn’t have a built in way to measure attenuation so there were a lot of ad-hoc solutions to the problem. This could have been potentially beneficial even though the field would still need sensors, because RFIDs are cheap and disposable and could be left on the field without much fear of damage from the elements. GPS ended up being the chosen solution because of its scalability and it didn’t require sensors on the field. This allows for any sort of playing field and any size playing field. Although the precision is low, which requires a minimum on the size of the playing field, it is scalable out the size of the world. For instance one could play baseball with first base in New York, second in Chicago, etc. Another limitation of GPS is that for cheap commercial units, the sample rate is only every second. In a simpler and potentially slower game like tennis or baseball this may be fine, but for an intense game of foursquare, GPS would most likely fail. As I progress further into the project I may find that this is a detrimental limitation, but for simpler ideas this should be sufficient. Communication – The controllers need to send data to other controllers and/or a base station computer. RF is nice because it’s cheap and has a relatively large distance but it has a low bandwidth. But there doesn’t need to be too high of a data rate here since the bottleneck is with the one second GPS data refresh rate. Bluetooth is another option and is bit more expensive but still relatively cheap. It has more expansive integration and a higher much higher bandwidth. In the end I went with this over RF because I could potentially send data to a cell phone to either make a call and forward the information or to use as a secondary display. Feedback – A combination of a pager vibrator, speaker, and LEDs could provide adequate feedback of the player’s control of the state of the game. One idea was to use tones changing in pitch and duration to track the position of a “digital ball.” The speaker could give literal verbal commands as well in which case a Bluetooth controller would be beneficial to transfer that data. Tactile feedback and simple visual feedback is open ended but straightforward. In general, the feedback mechanisms would be extremely similar to that of the Wii controller. Input – Here again the idea would be pretty similar to a Wii controller. Accelerometers would capture direction and speed of movement and there would be some simple push buttons and triggers as well. VERSION 1.0 and OVERVIEW OF SEMESER’S WORK: Because I was the only one working on this project and the class was only two hours, the grand design had to be scaled down. I figured an effectively simple and fitting start would be to implement Pong. I didn’t want to spend my whole time writing and visualizing the game either (since this is more or less a hardware implementation lab) and Pong would be a quick and easy program to write and visualize in Processing. (Processing, found at processing.org, is an opensource framework for Java that is useful audiovisual prototyping.)

House all the code worked on the microcontroller and the computer but the computer would visualize the game with a solid 3 minute latency…Quite an anti-climatic end to the semester but everything did work. The controller plays the game correctly and someone could go out and play with it just fine but it’s not so exciting to play against a computer and to stare at a blinking light and listen to beeps from a breadboard. PARTS USED: GPS – EM-406 from USGlobalSat via Spark Fun (http://www.sparkfun.com/commerce/product_info.php?products_id=465) Bluetooth – BlueSMiRF from Spark Fun (http://www.sparkfun.com/commerce/product_info.php?products_id=582) Microcontroller – Microchip 16F877A (http://www.microchip.com/stellent/idcplg?IdcService=SS_GET_PAGE&nodeId=1335& dDocName=en010242) Compiler – CCS PICC Compiler (http://www.ccsinfo.com/content.php?page=comppcwide) The processing applet is in the /applet folder and all code is in the /picstuff folder. I’ve also included the datasheets and whitepapers I researched.