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  • XBOX - Project Natal






    For a while now we’ve been hearing rumblings about Microsoft’s answer to the Wii. We’ve heard about motion controllers, cameras and all sorts of other doohickeys that would attempt to mimic the success of the Wii. What we didn’t expect was something even more simple than that: Nothing.

    Well, not nothing. Project Natal is a camera and a mic (and some other motion control sensor - Siro) that sits atop your TV (just like the Wii sensor bar). The idea is that you’ll be able to control a wide variety of software using just your body, thanks to highly advanced 3D tracking systems built into the device.

    On the simplest front, you can browse the Xbox 360 dashboard by just waving your hand up and down, almost like Minority Report. But Project Natal promises much more than that.

    A sample video demonstrated what Microsoft hopes to be able to pull off with Natal. For example, you can drive a car simply by turning your hands like you’re turning a wheel. Or you can ride a skateboard by popping ollies right there on your carpet. Imagine playing Wii tennis, but you don’t even have to hold a remote…your hands’ movements are enough to change your swing.

    That is, if it works. After the demonstration, Microsoft brought Kudo Tsunoda, the project’s creative director, up on stage to show off some of the features in real time. First up, avatar manipulation. Kudo’s avatar followed his movements as he waved his arms, lifted his feet, etc. Truth be told this was pretty janky and shouldn’t have been shown first, as his avatar skittered and bounced around the screen, arms clipping into his body.

    The next demonstration was a bit smoother, though. Ricochet is basically a 3D version of brick breaker, where the player must bat back the ball to clear a row of bricks at the end of a hallway. In this case, the player was able to punch and kick in the air and ’cause a direct translation of movement to the game. While there was a very slight delay, it’s basically the very same 1 to 1 movement that the Wii MotionPlus attachment promises, albeit without the actual controller in your hands.

    Next up, a painting demonstration, where players can stand in front of a digital canvas and splatter paint as if they’re hurling invisible buckets at the screen. Just saying the name of a color will change your palate, and you can even make stencils and layers. Again, this wasn’t perfect, as there was some issues with accuracy on the 1 to 1 movement, but it showed promise.

    The last demonstration game from Peter Molyneux, the mind behind Fable, Black & White and countless other titles. His presentation featured “Milo,” a digital character who can (in theory) directly interact with the player in incredible new ways. Think Seaman but way more involved. Of all the presentations, this looked the most staged, as a back-and-forth between Milo and a Lionhead employee seemed to be extremely scripted. That being said, Molyneux promised that we’ll be getting a first-hand look at Milo sometime this week, so it’s legitimacy should be confirmed or denied.

    So, in short, is this the death of the controller? Probably not anytime soon. First off, Project Natal is probably not going to see the light of day until late 2010 at the earliest. Secondly, at least where it’s at right now, the level of accuracy, while good, is never going to match the fine-tuned preciseness of a controller in your hands. It is, however, a definite challenger to all of the Wii motion-controlled games, which don’t always require such precise handling. That is, if it works and isn’t just a massive ruse. Hopefully I’ll be able to answer that question before the week is out.

  • #2
    Two interesting responses:


    E3: What's Wrong with Microsoft's Xbox 360 Motion-Control Approach?
    Which leads to my--I wouldn't say concern, so much as curiosity--in light of the week's events. When you take the controller away for an "untethered" experience, you introduce a brand new issue: What about feedback?

    I'm not just talking about the rumbly vibrations that pulse through our battery-juiced gamepads, but the simple--in game terms atavistic--tactile response you get from hefting a slim, slightly weighted piece of plastic covered in dials and buttons and levers.

    In gamer parlance, we occasionally invoke the term "button-mashing." Take away the controller and there's nothing to mash. You grip nothing. The smooth plastic contours you're so accustomed to pressing against simply don't exist.

    Think it through with me. Why don't guns fire with shallow buttons (or god forbid, simple "touch" sensors, like the power button on the PS3) instead of tension triggers? Easy: Because our brains need touch-based indexes. Clunky as it sounds, we depend on the interaction of our finger with that tensile, deterministic trigger, to pull off subtle, sophisticated maneuvers. How hard do you need to pull on the trigger (gun or gamepad) to fire? The trigger's resistance lets your finger (and therefore, your brain) know.

    The other advantage of controllers, is that they offer that tactile relationship while at the same time minimizing the amount of activity being physically simulated onscreen. If you want to pound something with a bat, say, the gamepad's designed to let you do so without the gestural complexities and physical intensity of the actual motion.


    Do we really need motion control?
    This all leads us to the question, "do we really need motion control?" Ask most hardcore gaming enthusiasts and the unanimous answer is simply "no." In an industry fueled by these early adopters, we can't see the conventional video game controller going extinct just yet. That said, we understand the need for such innovation.

    Nintendo has proved that reinventing the way people think about games sparks the curiosity of those who might not normally find themselves owning a console. If it's for that reason, to expand the audience of those who play, then we're all for it. But for those who grew up with an Atari 2600 joystick or NES pad in their hands, it's still going to be a much tougher sell. That generation of button-mashers only take graphics and hardware upgrades seriously--they aren't impressed by the wiggle and shake of a Wii remote or Sixaxis controller.

    Once motion control doesn't come off as a gimmicky add-on is when it will be widely accepted as a viable way to interact with a game. Until we see the implementation of the magic that Wii hacker Johnny Lee was able to accomplish in an actual game is when we will see a changing of the tide. Interestingly enough, he was recruited by Microsoft and is working on Project Natal.

    Comment


    • #3
      The technology behind this is amazing. I'll quote some of my replies from the other games forum here after.

      First of all, the PC World article misses the point. This is not meant to replace the controller in most games. It's meant to enable new kinds of games with new kinds of experience, AND to augment the current controller. This can be used in conjunction with the existing controller if you wanted. Example: Oblivion. It uses the camera to determine where the user is in the room, so when you talk to an NPC the eyes are on you and not staring blankly into the screen. It'll use the mic array to enable the user to speak which the game can then pick up and translate into their "conversation tree" that we're so used to.

      Another example: In a FPS game, the Natal can head-track the user so if they tilt their head around it'll perform the same as a camera pan (independent of aiming and movement).

      Then there can be an additional peripheral added. Before this is released (likely Fall 2010) I'm sure they'll bundle with it a waggle wand type controller like the PS Motion Controller and Wiimote that some games could use (eg, golf).
      "The issue is there are still many people out there that use religion as a crutch for bigotry and hate. Like Ben."
      Ben Kenobi: "That means I'm doing something right. "

      Comment


      • #4
        More Natal videos, including on-stage demos and Peter Molyneaux's "Milo" trailer: http://www.gametrailers.com/game/project-natal/11397

        My replies from the Other Games E3 thread:
        Originally posted by DrSpike View Post
        Same as MS - just they seem to be doing it much more successfuly.
        In some respects, it's a me too -- it's motion control.

        But it's in a completely another league. The PS3 solution is another implementation of the Wii Waggle system, which I find to be wholly inadequate.

        The MS solution is a "me too" in it's motion control, but without a controller. There's a huge difference.

        - It also integrates a mic array for voice recognition and spatial recognition (where is the sound coming from, which speaker is it coming from?)
        - It integrates IR projectors which determine with pretty amazing accuracy the depth of all objects in its image (a z-buffer) and two optical HD cameras to judge x and y-axis positioning (and provide reference for the z-buffer)
        - It has an onboard chip to do realtime 3D modelling of the scene in question (does not require additional CPU usage to merge the two HD images and apply the z-buffer IR results). It also maps the skeletal points of people on the screen to the 3D scene which it can send to the 360 for processing.

        I've been digging around at the Microsoft Research work Molyneaux mentioned they're leveraging for this project. I've only looked at the MS Research "Speech Group" first, but with very interesting results:
        Understanding user's intent from speech: http://research.microsoft.com/en-us/...g/default.aspx
        Microphone array processing and spatial sound: http://research.microsoft.com/en-us/...g/default.aspx
        Language modeling: http://research.microsoft.com/en-us/...g/default.aspx
        Multimodal conversational user interface: http://research.microsoft.com/en-us/...u/default.aspx
        Speaker identification (who is speaking?): http://research.microsoft.com/en-us/...d/default.aspx
        SAPI (Speech API): http://research.microsoft.com/en-us/...i/default.aspx

        A lot of this stuff was explicitly developed with an Xbox 360-like environment in mind:
        Brief rundown how it works:
        There's an IR "gun" which is used to determine depth of objects from the TV. Twin HD cams also capture data of what's going on.

        A processor then analyzes the image (it takes 5 frames or 117ms to initially "calibrate" to a scene and locate people in it). It then tracks those people. It analyzes the people and constructs a virtual representation of their skeletal structure and keeps track of them. If a dog walks infront of the screen, it'll not be detected as a human as it's in no way a humanlike form. If another human walks into the field of view, as the enter the field they'd be tagged as another human and not interfere with the recognition of the original. Mind you, if it obstructed the view of the person that'd have an impact.

        It doesn't sound like it'll be an issue at all, nor does it look like it'll be an issue judging from the demos shown live.

        If there's obstacles in the way, such as when your hands are behind your torso, etc it uses prediction. If you are swinging your arm and it goes out of view behind you, it assumes it'll keep moving adhering to the laws of physics unless it knows otherwise.

        I don't see that being an issue either, nothing gamebreaking.
        More info on a tech the Natal uses: http://en.wikipedia.org/wiki/Time-of-flight_camera
        And the Gizmodo hands-on:
        http://gizmodo.com/5277954/testing-p...yline=true&s=x

        Matt Buchanan tested Project Natal today, as did I. Here is his personal take on the technology right alongside mine. We did not share our independent experiences before pasting the text below. Neither of us were allowed to shoot what was happening on screen—hence the crazy pics of our bodily reactions, and that intensely audible racing-game video.

        How Natal Works
        The test system was an ordinary Xbox 360, connected to small PC and camera that simulates the final Natal rig. There are two cameras—one RGB, for face recognition and display video, and one infrared, for tracking movement and depth. Why infrared? The eye doesn't see infrared light. And when you combine an infrared camera with an infrared emitter (also part of Natal), a room is flooded with a spectrum of invisible light that works in the dark.

        Natal also has its own internal processing system handling an unspecified amount of the heavy lifting behind Natal's cleaver image and speech recognition. It breaks the human body into 48 points tracked in real time, and it can sense your whole body in Z space, or depth. In fact, on a heat map that measured depth, my hands appeared hotter than my shoulders—because they were closer.

        Natal is so smart, in fact, that, if your room is narrowed by a pair of couches, it can signal to a game to narrow the level. It can see about 15' x 20' of a room, according to project leader Kudo Tsunoda's informal estimation.

        Breakout

        Matt: My first taste was talking to the father of Project Natal, Kudo Tsunoda and watching as his simple, small hand gestures were mapped perfectly onto the screen. He started up the ballsmacker demo you might have seen in our liveblog, knocking a swarm of balls into wall with every part of his body.

        When Kudo gestured to me try it, I jumped right in and immediately started smacking at balls with my hands and feet and knees and arms and head as one ball exploded into many, like a virus, until I was doing sad white ninja jerking and jumping movements. Kudo didn't tell me how to "set it up" or what to do. I just did it. You have to realize, Kudo towers over me. I didn't have to calibrate it to my body size, or stand in a weird way for it to adjust. It just worked. Well, until I broke it at the end—it froze up after a few rounds and had to be rebooted for Mark. Hey, it's an early tech demo, so don't read into it. Until that point, it worked remarkably, incredibly well—better than I expected, honestly. The bright fluorescent lights were turned off and on, and Natal didn't flinch. My real movements translated exactly how I expected them to—the precise position, velocity—90 percent of the time, no matter how ridiculously I moved, and some of the other 10 percent might've just been my own bad timing. But the result is a remarkable sense of control. Immersion.

        Mark: Microsoft loaded the 3D Breakout demo we saw at their press conference. I stepped up to a white piece of tape right after Matt, and given that I'm 4 inches taller, Natal needed to account for my larger size.

        After about 10 seconds, the blue, ghost-like figure filled in. And he was both taller and bigger-handed than Matt's avatar. Natal noticed that I'm a bigger guy. It made no adjustments for the fact that I'm also better looking.

        The first thing I noticed was a slight lag I hadn't intended. It's not horrible, but my avatar moved a hair more slowly than I did. That didn't stop me from reaching up, spiking the imaginary ball at a wall imaginary bricks, and then flailing around to keep up with 2, 3, 4, 5 and more spheres flying at me at once.

        My avatar recognized both my pitiful kicks and swipes. And while my avatar never left the ground when I jumped, this turned out to be but an animation limitation within Microsoft's tech demo. My wireframe preview image and heatmap did leave the ground. Besides, this is nitpicking. On the PS2 I played Nike Kinetic, something a bit similar. And I always wanted to be having fun. But on Natal, even in a stuffy windowless room surrounded by Microsoft execs, I was having fun. (Disregard my stern, focused face in these pictures.)

        Burnout Revenge
        Matt: The Burnout racing-game demo was a little more abstract—in one sense, I almost wished I had a wheel to turn, a pedal to press, because I wanted the feedback. I had trouble getting used to "pressing" the gas, which you do by moving your right foot forward. I threw myself off-balance by taking a ginormous step toward the Frankenstein's lab of demo equipment along the wall (upon which I could see myself represented in infared, covered in boxes like smallpox). But turning my air steering wheel, I felt completely in control. A lot of that was the software—it registered even the smallest pivots of my elbows that sent my forearms right or left—but the way it responded exactly how I expected it to is what made it feel so natural. Which is the real key here. It feels natural.

        After I hit full speed on a straightaway, I tried to do a 180. I crashed into a wall and died. Normally, that'd make me bad. But I couldn't stop smiling that I'd held the future of gaming control in my hands—and it was simply air.

        Mark: As soon as Matt crashed, I greedily jumped in, asking him if it was OK but not waiting for him to answer. I wanted to play Natal more, and I've played a ton of Burnout.

        Burnout showcases a few important points for Microsoft. First, it's a real game that's been on the 360. So Natal doesn't weigh down on the processors so hard that you can't play games. Second, it requires fine motor control.

        I raised my hands in the air, mining a steering wheel. I hadn't given the system any time to scan my body after kicking Matt out, but I stepped by foot forward, signaling the gas all the same. The car accelerated. I twisted my arms. The car turned just the right amount.

        Microsoft had clearly tweaked the Burnout code a bit, forcing the car to feel a bit more like a powerful sedan than a street illegal beast out of some Fast and Furious sequel. And I'm guessing that Natal's ever so slight control delay was masked by the feeling of a looser-driving steering wheel that we find in more standard cars.

        So I floor it, growing confident as I wave through traffic and slowly build speed. I reach maximum velocity, throw my foot back to break, cut the wheel and toss the car into a spin. Yes. This feels right. Just right.

        Holy ****.

        But Natal can't work this well. It just CAN'T. I need to break it, teach this Microsoft prototype a little humility. What if I stand on my tip toes and steer eight feet in the air?

        The car handles fine.

        What if I kneel on the ground and steer?

        Yup, it still works, save for a moment when my knee shifted and I tricked the machine—a fair mistake, even by my highly ridiculous dork standards.

        Closing Thoughts
        Matt: Project Natal is the vision of gaming that's danced through people's heads for decades—gaming without the abstraction of controllers, using your body and natural movements—which came more sharply into focus when Nintendo announced the Wii a few years ago. I haven't been quite this blown away by a tech demo in a long time. It looked neat onstage at Microsoft's keynote. Seeing it, feeling it in person, makes me want to believe that this what the future of gaming looks like—no buttons, no joysticks, no wands. The only thing left to get rid of is the screen, and even that'll happen soon enough.

        Mark: 2010...or maybe even 2011...is just too long to wait. I want Natal now.
        "The issue is there are still many people out there that use religion as a crutch for bigotry and hate. Like Ben."
        Ben Kenobi: "That means I'm doing something right. "

        Comment


        • #5
          The actual device:
          "The issue is there are still many people out there that use religion as a crutch for bigotry and hate. Like Ben."
          Ben Kenobi: "That means I'm doing something right. "

          Comment


          • #6
            Vidya games.

            Comment


            • #7
              Weird, it's got an x-box 360 sitting on the top.
              Jon Miller: MikeH speaks the truth
              Jon Miller: MikeH is a shockingly revolting dolt and a masturbatory urine-reeking sideshow freak whose word is as valuable as an aging cow paddy.
              We've got both kinds

              Comment


              • #8
                There's an easter egg too: It can make the 360 levitate.
                "The issue is there are still many people out there that use religion as a crutch for bigotry and hate. Like Ben."
                Ben Kenobi: "That means I'm doing something right. "

                Comment


                • #9
                  Hey, this reminds me of Virtual Boy.
                  I came upon a barroom full of bad Salon pictures in which men with hats on the backs of their heads were wolfing food from a counter. It was the institution of the "free lunch" I had struck. You paid for a drink and got as much as you wanted to eat. For something less than a rupee a day a man can feed himself sumptuously in San Francisco, even though he be a bankrupt. Remember this if ever you are stranded in these parts. ~ Rudyard Kipling, 1891

                  Comment


                  • #10
                    Virtual Boy never worked and was monochrome dark red...it never had potential. Was also not social in any way.

                    "The issue is there are still many people out there that use religion as a crutch for bigotry and hate. Like Ben."
                    Ben Kenobi: "That means I'm doing something right. "

                    Comment


                    • #11
                      "good morning, dave."
                      I wasn't born with enough middle fingers.
                      [Brandon Roderick? You mean Brock's Toadie?][Hanged from Yggdrasil]

                      Comment


                      • #12
                        I thought they shelved Virtual Boy because it caused dizziness and eye problems.

                        Comment


                        • #13
                          It didn't sell.
                          "The issue is there are still many people out there that use religion as a crutch for bigotry and hate. Like Ben."
                          Ben Kenobi: "That means I'm doing something right. "

                          Comment


                          • #14
                            What was the version of this on the PS2 called. EyePlay or something, Eye Toy Play?
                            Jon Miller: MikeH speaks the truth
                            Jon Miller: MikeH is a shockingly revolting dolt and a masturbatory urine-reeking sideshow freak whose word is as valuable as an aging cow paddy.
                            We've got both kinds

                            Comment


                            • #15
                              Originally posted by MikeH View Post
                              What was the version of this on the PS2 called. EyePlay or something, Eye Toy Play?
                              EyeToy.

                              They have a version for the PS3 called PSEye. It's actually integral to Sony's motion controller magic-wand system.
                              "The issue is there are still many people out there that use religion as a crutch for bigotry and hate. Like Ben."
                              Ben Kenobi: "That means I'm doing something right. "

                              Comment

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