RSVP Abstract

What is Virtuality?

I use the term virtuality to differentiate away from the term “virtual reality”, which implies a reality that is somehow fake and separate from “actual reality”. In all actuality, I envision a broader spectrum, with the goal of simply tweaking reality – meshing real, physical things with a virtual environment, or bringing virtual objects into a real environment, or simply playing with virtual objects in a virtual world. The gradient between what is real and what is virtual is what defines virtuality.

So, what is RSVP?

The Relatively Simple Virtuality Platform, or RSVP, is a set of devices and a software APIs to serve a specific goal: to aid in the creation of simple environmental / essential virtuality simulations that are easy to pick up and play, and therefore ideal for high volume entertainment purposes. The system consists of the following hardware:

  • a large, pressure sensitive floor mat, which detects player positions
  • an overhead camera, to track arbitrary beacons and players via optical recognition
  • a projector screen spanning the width of the floor mat, with left and right side speaker system
  • a flexible RF communications system for player “objects”
  • the agent console, at which a human agent sits and can input human-specific data

Because of the use of RF, cameras, and pressure sensors, there are no wires to be attached to players – all that is necessary is to grab the required objects and literally jump into the game.
Designing an RSVP Module

Because of the common hardware, only two things must be developed for each RSVP game/module/simulation: the software, which does everything software normally does, and the objects, which utilize custom RF modules that are easily swapped between devices, meaning that the RF technology doesn’t have to be built into EVERY device, cutting costs and adding simplicity. These features, I hope, will make RSVP ideal for educational purposes, which I plan to test in my current lecture circuit.

Module Examples

Super Mario

  • Video: NES Super Mario remake, adapted to track the player with the pressure pad (jumping and running)
  • Audio: standard, balanced L/R audio (no real need for “surround”)
  • Optical: no optical tracking needed, as pressure pad provides faster, more relevant data
  • Objects: two button punch-stick, one button to enable running, one button to enable fireball (requires “punch”)
  • Agent: optional, would trigger player ducking into and out of tubes and doing random actions (max flexibility)

Megaman Battle Network

  • Video: mini-boss fighting game (one at a time), front on psuedo first person
  • Audio: left channel to mono-out, right channel to object via audio radio
  • Optical: light up strip on object plots a vector to the screen
  • Object: Megaman style hand controller with rumble, audio (charges up), and a button on top (change weapon)
  • Agent: nothing as of now