Ton2
-A VR Application with Novel Interaction Method using Displacement Data-


Hiroshi Yabu, Yousuke Kamada
Masafumi Takahashi, Yukihiko Kawarazuka, Kazunori Miyata

1.Abstract

Ton2 is a new body sensory style VR application that is implemented by using intuitive and robust interaction model. This application captures the playerfs motion data as displacement values by means of the distance sensors, and uses the data for its interaction model.

We revived the old traditional game in Japan, gPaper-Sumoh. Normally, we play this game on board using papers and cardboards, but we design it to a game that could be played at underwater! Using the water as the media, not just to enjoy the game, but the player could also feel the comfort of holding down the water. Moreover, making the application is in one package, player could feel the feed back of the opponent as they play the match-up. With the expression of 3D imagery, cute Sumo-Wrestlers plays Sumo fight by the influences the player make, from the hold down of the water. As for the technology, the application only uses the distance sensor for the input.

Publication & Movie

EOne Page Document [.pdf] 34KB
EMovie [.wmv] 3.4MB [.mov] 17.8MB

2. Vision

Paper-Sumo is one of the Japanese traditional games. But because of the spread of the new technologies, the old games are to be forgotten from the children nowadays. Like we revived this gPaper-Sumoh as VR application, the old-fashioned games could come back and be modified to a new-style game with more amazement and enjoyment.

As for the technology, we realized the tangible interface, using water as the media, and permitted an interaction of packaging the input and output as one. In recent days, the body-sensory applications are developed in various ways. But not in just the interaction of the digital imagery and sounds, we think that the actual interaction, like the feeling of the power by wave, should be concerned too.

3. Technical Innovations

Ton2 is the system, using water as media, that applies not only the measurement but also taking role in transmission of the power of players. This system uses only the distance sensors for an intuitive interaction model. And by using these sensing devices, a robust measurement method was developed without any disturbance.

 

4. Experience

Attendees will be able to experience gPaper-Sumoh, the Japanese traditional game.

In addition, the participant would enjoy the game in a typical way. The 3D imagery expression, as Sumo held in underwater, will be a visual enjoyment and also the generated waves going back and forth in the tank will give the participant the rhythmical comfort, while they have fun playing the match-up.

The followings are the concrete descriptions for playing Ton2.

Two participants stand in both sides of the Ton2 tank which is filled with water There are three blocks (Wave Generator Cube; WGC) in front of the each participant, and there is a floating screen in the center of the tank. The Sumo Wrestlers fight as 3D imagery projected on that floating screen.

In the beginning, at the character selection mode, both participants choose the Paper-Sumo Wrestler he/she likes. After that, the imagery changes to the playing mode, and at the call of the start, both participants hold down the three WGCs and generate the wave in the tank. Analogically, the wave affects the floating screen and the participant in other-side. At the time, by those waves and the fluttering screen, the Paper-Sumo Wrestler move into the way the influence comes from. From the influences of both participants and the interference between the wrestlers, the wrestler which moves out of the ring loses the match.

 

5. Future Work

Paper-Sumo is one of the Japanese traditional games. But because of the spread of the new technologies, the old games are to be forgotten from the children nowadays. Like we revived this gPaper-Sumoh as VR application, the old-fashioned games could come back and be modified to a new-style game with more amazement and enjoyment.

As for the technology, we realized the tangible interface, using water as the media, and permitted an interaction of packaging the input and output as one. In recent days, the body-sensory applications are developed in various ways. But not in just the interaction of the digital imagery and sounds, we think that the actual interaction, like the feeling of the power by wave, should be concerned too.

Exhibition & Institute

EIVRC Report
EInteraction2005 Report
EJournal of Society for Art & Science
ESIGGRAPH 2005
ESIGGRAPH 2005 Report
EInteractive Tokyo
ECedec 2005

Contact

Hiroshi Yabu
Japan Advanced Institute of Science And Technology
Miyata Laboratory
h-yabu(at)jaist.ac.jp