Wednesday, May 27, 2009

NES "Power Glove" VS Wii "Gesture Glove"

The Power glove was first released in 1989 for the NES system

developed by Mattel and PAX.

 














It was based on the parented technology of the VPL Dataglove with 

crude modifications to suit the speculations of the NES system and 

caters a “more” reachable price for consumers. 


It uses analogue tracking sensors devices that are placed on the 

corner of the TV, where the ultrasonic transmitter was located 

on the knuckle of the glove


Despite the ‘popularity’ of the glove with the more efflueuint 

gamers, the glove has it’s own problems and set back. 


Firstly the glove is cumbersome at times where the plastic 

fitting sinks into the muscle of the hand and the weight of 

the glove is heavy enough that it causes the user to be 

tired after prolong use of the device. 


The twitching sensitivity of the fingers are not as accurate 

as it should be, it may be due to the factors of the 

sensors of the glove being downgraded for the sake of 

fitting the speculations of the NES system.

 

Despite the setback the Powerglove has the potential to 

take a step up with the interface where the player can 

use natural gestures to create a deeper immersion within 

their game session. 


Unfortunately not only the cumbersome with the sensitivity 

of the glove made the natural hand gestures more rigid and 

robotic but also not many NES games supported the glove, 

hence the powerglove was viewed as nothing more than 

gimmick.



Why the Gestureglove is better than the Powerglove



The GestureGlove uses a tiny sensor bar that register the position 

of the user’s hands and fingers through the red infera signal that 

is located through a bracelet device, hence it uses the pressure 

sensitivity of the wii remote instead using the cumbersome of 

the ultrasonic tracking


While the GestureGlove retains the hand gesture movements of the 

PowerGlove, the user won’t have the strain from the weight of the 

device like the PowerGlove

GESTURE GLOVE

our gaming device is the wii gesture glove.

The funtion of the gesture glove is the same as the wii-mote with the addition of being able to recognise hand gestures.

The appearance is like a bracelet version of the wii-mote attached to a glove.
The gesture glove retains all funtion of the wii-mote including the buttons and the ability to add peripherals, yet gives the user the ability to control games with hand gestures.



but how does it work?


The wii gesture glove uses an infrared scan to capture the position of sensors in the knukles and fingertips of the glove.

The distance between these points is then calculated and used to identifiy whether the user if making a clear gesture.

For example when the user makes a fist, one of the defining features is the finger tips being as close as possible to the knukles, shown by the blue lines.

This combined with other features, such as the fore finger tip being between the fore finger knukle and thumb tip, are used to define the gesture as a fist.



Link of the flash:

EXTREME PAPER SCISSORS ROCK

Extreme Paper Scissors Rock!

 
Our game displaying the use of the wii gesture glove is extreme paper scissors rock.

Within extreme paper scissors rock, there are three games to chose from standard paper scissors rock, etreme paper scissors rock and extreme paper scissors rock 15.

The first game is paper scissors rock.


NOTE: The games would normally be played in a 3D environment but because i cant make 3D animations, the games will be emulated in a 2D environment.

Paper scissors rock is played exactly the way it is played in real life with the addition of a fancy environment.

Once the timer counts down the players must make a clearly defineable gesture of either paper scissors or rock as fast as possible.

The only difference as far as the rules are concerned is that the time after the count down has ended is measured.

If you take to long to make a clear gesture then you will lose the round.



Extreme paper scissors rock is played similarly but the playeds take a more active roll in the game.

while the players hand is in the defensive zone, playeds will be able to change thier gestures.
However to beat your opponent you must move your hand out and hit them.

as per usual in paper scissors rock each gesture has another gesture it is both strong and weak against.

using these type match ups you can do a lot of damage to your opponent, or a little.

if the gestures are equal or your opponent has no clear gesture, the damage dealt will be average.

apart from thinking about type match ups, the aim of the game is to hit your opponent as much as possible while avoiding thier attacks.

Even extreme paper scissors rock can be extended.

Using the RPS charts by David Lovelace, the possibilities are all but endless.

To avoid over-complicating the game, the chart i have shown the chart for RPS 15 which has 15 possible gestures which could be extended to have advanced abilities.


Link of the flash: