Prototype robotic simulation and Natural Motion Controller
Prototype robotic simulation and Natural Motion Controller
Shon Fu and Joe Barnes ©2020
Overview:
This controller is designed to allow a person to use their arms to directly (or indirectly) control a character through arm motion. There are buttons for fingers on the hand portion of the controller, but the primary focus of technology in this controller is its ability to measure the motion of a person’s arm through this controller and provide feedback directly to the muscles of the user (via resistances or vibrations) which should immerse the player in the control of the game character – be it a person, athlete, or giant robot.
Particulars for the purposes of this assignment:
Our controller is designed with the Gundam in mind. Player controls a giant robot. Control of giant robots has been attempted in the past with simple controllers, which lack the true feel of controlling a giant robot. Our controller is designed to allow a player to articulate weapons targeting, ranging, and firing, as well as offer the ability to switch to a manual combat mode where user directly articulates arm movement for use with an in-game shield or plasma saber.
Other benefits:
Our controller not only allows users to use their arms to control a character, it requires a user to get exercise in order to play much like the ever popular dance games. This has potential uses in medical therapy as well as simply getting a gamer to engage in physical activity.
In the near future, the military will be using giant robots to wage wars, and our controller will effectively prepare the soldiers of the future to work together to control a giant robot and kill people – a lot like Japan has trained its teens and swarms of ninja using arcade games.
Portability. This controller system is completely portable – weighing in around only 7kg. The design allows soldiers, children, and old people to easily cart the controller around if they cannot carry it.
Details:
Controller consists of a deployable cabinet, which opens into a system offering the user a helmet with HUD, and two arm-sleeves for control. The sleeves are of a sturdy dual layer design. The system uses an internal sleeve to fit, sense articulated motion, provide the game with heart rate and arm temperature feedback, and an external sleeve to provide heavy feedback such as vibrations, resistance, and shock to the users body. The hand controls offer the user three finger-buttons and two multi-function thumb hats. This allows precise control of various systems in-game such as individual missile guidance for two missiles in every volley (Fig. 1), plasma saber activation, shield transformation, and fist missile release and guidance. Force feedback through the outer sleeve allows the user to feel explosions and impacts to their character, and optional chest pad allows the feeling to be expanded into the users primary body mass for easily simulating a mortar or high-caliber bullet impact as well as nearby heavy weapons explosions.
