Interactive Experience

Summary

  • CAVEMEN is a semester-long project of Entertainment Technology Center, Carnegie Mellon University.
  • The CAVE at the ETC is a three walled front projection space with a motion floor that allows the user to be surrounded by the experience.
  • CAVEMEN is a group of 7 students from the Carnegie Mellon University’s Entertainment Technology Center. The CAVE offers a unique set of design challenges that we will explore to provide unprecedented immersive experiences. Using interactive design, unique gameplay and innovative platforms such as the PS Move and Kinect, our final product will be a CAVE experience that is enjoyable for everyone.
  • For more information, please visit our website: Project Website
  • Role: Programmer
  • Platforms: PlayStation Move, Kinect, Motion Floor
  • Timeframe: 15 Week January 2015 – May 2015
  • Team Members: Xiaolin(Emily) Liu, Vivek Kotecha, Adam Liss, Cheng(Aaron) Li, Qiaochu(Mac) Li, Eric Tsai, Jimit Bhalani
  • My contributions:
  • Implemented a shooting prototype in the cave. Players use PSMove to aim, and push the trigger of PSMove to shoot. It can be multiplayer.
  • Made throwing prototype in the cave. When players hold the PSMove and wave their arms, they can throw a ball in the direction they want. How far they throw is based on the velocity of the throwing motion.
  • play testing

  • Developed earthquake experience using the motion floor in the CAVE.
  • Designed and developed “Mongolian Rider” interactive experience for the Cave, using PSMove and the motion floor.
    • Implemented a bow and arrow experience. Players hold two PSMove, one is the bow, and the other is the arrow. They can notch, draw and aim the arrow using PSMoves. Hold the trigger and release to shoot the arrow.
      Designed and developed the horse riding simulation using the Motion Floor in the Cave.

  • Wrote documentation about what we’ve tested and what we’ve learned, providing guidance for future teams using the CAVE.
  • Challenges:
  • Because the PSMove camera is tilted towards the ground in the cave, the position information from PSMove is not accurate. To solve this problem, I freeze the position of PSMove and just use the rotation data.
  • Cave has three walls and each wall has its own projector. How to use these three cameras to make aiming with PSMove accurate was a challenge. We set up three cameras in Unity. When player points to different walls, I use corresponding camera to generate the Raycast in Unity.