Why are there somatosensory games? In addition to the five basic senses, people also have a sense of body, which we generally call the sixth sense of human beings. This feeling makes the body perceive various changes in its own movement. Why are there somatosensory games in the following sharing?
Why are there somatosensory games 1 somatosensory sports games? Virtual imaging is presented through the big screen. Children manipulate the characters in the three-dimensional scene by running, stretching and jumping, and learn, experience and explore with the characters in the three-dimensional scene.
For example, in a basketball game, players can shoot only by waving their hands; In the running game, players feel the scenery in sync with their own movements, just like they are really exercising outdoors. It won't be as boring as the traditional exercise mode, and you will exercise unconsciously. The use of somatosensory sports game products is not affected by the venue and weather, and it has a strong sense of participation, which makes players feel like they are in a real sports scene and is rich in entertainment.
"Somatosensory Sports Game" is a Kinect somatosensory game specially developed by Pei Jing, and it is also one of Kinect somatosensory product series. At present, there are the following kinds of somatosensory motion software:
1, somatosensory parkour party building answer
Through the somatosensory Kinect portrait recognition technology, the somatosensory cool running party building answering system allows participants to be on the scene, avoid obstacles through the operation of running and jumping, and get more gold coins to win the game. You can operate the game only through body movements and experience real somatosensory fun.
2. Somatosensory trampoline
Somatosensory trampoline combines somatosensory with traditional trampoline, upgrades ordinary trampoline into a five-scene interactive game, brings users into role-playing in different scenes, and allows users to enter a wonderful world of combination of reality and reality.
3. Somatosensory objects
The experiencer enters the game through the somatosensory device, makes corresponding actions according to the UI and text prompts, and starts the experience. There will be falling replaceable PNG material on the screen, and you can pick it up by hand. If you receive a bomb, you will be deducted. At that time, a score interface will appear, and you can save the score.
4, somatosensory racing
Somatosensory racing is a competitive game. Players raise their right hand to enter the game, control acceleration and deceleration by jumping and squatting, and control steering by holding the steering wheel with both hands. Left turn is left turn, right turn is right turn. This game is highly competitive. Players can collect gold coins while driving and experience the fun of racing through this game.
5, somatosensory parkour
The somatosensory parkour game tells that the experiencer needs to eat a lot of gold coins, treasure chests or props to help score points in the running process according to the tips of various props obstacles within the specified 60s time. By playing this game, you can improve the player's reaction ability and physical coordination ability, and bring fun to the player to the maximum extent.
6, somatosensory football
The somatosensory football game adopts the game mode of combining reality and reality, and restores the football line interactively from multiple angles. The authenticity and entertainment of the game are very high! It is no longer just an interaction like kicking air, but a real football shot, which makes people more interested in participating!
7, somatosensory basketball
The somatosensory basketball interactive system uses virtual and real games to interact and restore the basketball line from multiple angles. The authenticity and entertainment of the game are very high!
8, somatosensory rock climbing
Somatosensory rock climbing is a sports product that combines rock climbing with interactive multimedia content. In the process of challenging rock climbing, users can experience more fun and fun of traditional rock climbing.
9, somatosensory cut fruit
In the game of somatosensory fruit cutting, the electronic game of physical feeling breaks through the operation mode of key input of the handle. Operate through the change of body movements, simulate the hand of the experiencer as a knife, and enjoy the extra points and less points for cutting fruit. After the game is finished, there will be a leaderboard display.
Advantages of somatosensory interaction scheme:
1, parent-child interaction function: children and parents experience together, and interactive games have games.
2. Competition function: children compete with their parents and other children, and judge the outcome by scoring.
3, fitness function: somatosensory games need body movement control games, you can experience sports games, fitness for entertainment.
4. Entertainment function: the game is rich in content and vivid in pictures, achieving interactive entertainment effect.
5. Customize the somatosensory scheme or search for official website in Peijing, Anhui Province on the website of case details.
The rich interactive game content of somatosensory programs helps to cultivate children's comprehensive quality development in the following aspects:
1, exercise children's physical exercise function and cultivate children's exercise habits.
2. Exercise children's hand-eye coordination ability.
3. Exercise children's ability to observe and explore.
4. Cultivate children's logical thinking and imagination.
5. Role-playing and social awareness.
The somatosensory sports game system is widely used in kindergartens, early education institutions, children's rehabilitation centers, playgrounds, shopping malls, supermarkets, science and technology museums and other places.
Why is there a somatosensory game 2? Which is better for somatosensory games?
In addition to switch and Xbox, it can also be used.
With the improvement of living standards, people gradually focus on the entertainment level, and the cognition of somatosensory games has also entered everyone's heart. The first time I want to play somatosensory games, I need to go to a physical store, which is very expensive. So what kind of somatosensory game is good? Can I install it in my own home? In addition to switch and Xbox, there is actually it, a TV smart box that focuses on family light entertainment. Betan Z 1 Pro is also a good choice.
Why put the TV box and somatosensory game together to talk? In addition to the functions of the traditional TV box, the Paten Z 1 Pro smart box also has a 100 super wide-angle camera, which can be put on the TV, and its functions in the Paten OS system can be completely comparable to those in somatosensory game.
What somatosensory games can I play? At present, Betancon Box Z 1 Pro has launched 8 games, which will be updated continuously with the system upgrade in the future. Among them, the game of beach fruit is the most popular, which is a game similar to cutting fruit, so that you can play like a physical store without enjoying it.
Followed by hot dancing, that is, dancing with the pictures displayed on TV, and scoring from the accuracy of posture. This game is deeply loved by female users, and it can shape the body in dancing, killing two birds with one stone.
When the Z 1 Pro smart box has 4+64GB of super storage and is equipped with a gigabit network port, you can play cloud games in addition to somatosensory games, and you can play computer games such as Shen Yuan, king of fighters and Genting by connecting the handle or mouse without any delay.
So if you want to buy a somatosensory game, besides switch and Xbox, don't forget to look at this TV box that focuses on family entertainment.
Why is there a tragedy that somatosensory game 3 is too avant-garde and the pioneer developers of somatosensory games are cold?
Nowadays, the concept of metauniverse is in a state of "a hundred flowers blossom and colorful", and even VR/AR games have re-entered the center of the stage after many years. However, the waves behind the Yangtze River push the waves ahead. When Robles, the first concept of the meta-universe, became the new favorite of the capital market, XaviXPORT, the pioneer of somatosensory games that once changed the game industry, also quietly ended a few days ago.
A few days ago, according to Japanese media reports, the developer of XaviXPORT, Japan New Generation Club, formally submitted a bankruptcy application on February 17 after the total debt reached 3 billion yen. It is reported that XaviXPORT first landed in the North American market in 2004, and listed in Japan a year later, and invited Jackie Chan to speak for it. This home game machine focuses on the concept of sports health and can be used indoors with the help of a TV or projector at home.
Although nowadays when it comes to somatosensory games, many friends may first think of Nintendo Wii or Microsoft's Kinect, but in fact XaviXPORT was born two years earlier than Wii. Moreover, the biggest difference from Wii is that every game of XaviXPORT has its own props, and before the game development, it has been designed and measured by sports and medical experts, and it can also record the user's personal sports data and calories consumed.
In order to reduce the learning cost of users, XaviXPORT's supporting hardware is almost the same as related sports in the real world. For example, golf games are equipped with special golf clubs, and boxing games are equipped with gloves.
Nakagawa, the founder of the Japanese New Generation Club behind XaviXPORT, has also worked in Nintendo for 16 years. Even the game console itself was built by a team of engineers from Nintendo FC. When XaviXPORT was first released, Nakagawa said that XaviXPORT emphasized interactive reality. In the future, it will improve software properties, images and sensing methods, and even introduce sensors nailed to players, so that the characters on TV can move with the players to achieve better sports effects.
In a sense, was XaviXPORT's vision at that time similar to the popular meta-universe? And why did the honor of using somatosensory games to change the situation of home console industry with function first finally fall on Nintendo's Wii? It can only be said that being half a step ahead is a genius and being one step ahead is a madman. XaviXPORT may have failed because it was too advanced.
It is true that in the living room scene where the home game machine is located, the selling point of using the game machine to exercise is acceptable to consumers. Nintendo's "The Great Adventure of Fitness Ring" is undoubtedly proof, but the problem is that XaviXPORT's solution is too radical. XaviXPORT was different from Sony PlayStation 2 and Microsoft Xbox360 when it went on the market. It uses a DVD-like design concept and has no processor. Instead, it stuffed the "XaviX2" chip into the game cassette.
According to related reports when XaviXPORT went on the market, XaviX2 integrated a CPU, graphics circuit, sound circuit and memory that can handle 64 PCM audio and echo on a 4mm small chip. As a result, the price of the console itself is $79.99, but the price of the game has reached $49.99.
You know, since the fifth generation represented by Sony PlayStation, the popularity of optical disc media has replaced ROM tapes, and technological innovation has gradually reduced the packaging cost of games, and even the games themselves have become cheaper.
More importantly, compared with traditional games, the content provided by XaviXPORT is completely different in depth and interest, so that players at that time did not buy XaviXPORT's pricing at all. In addition, XaviXPORT is to prevent piracy to the maximum extent, but it makes the circulation of second-hand games more difficult.
The deeper reason is that in the sixth generation at the beginning of the Millennium, the game machine market competition that lasted from the 1980s to the Millennium ended, and a new order composed of Sony, Microsoft and Nintendo Royal has been initially established, leaving hardly too many opportunities for emerging forces.
In fact, the somatosensory game itself can only be called a flash in the pan in the history of the game industry. Wii, as the weakest game console in its generation, has become the first console in Nintendo's history with a sales volume of over 100 million, although its sales volume far exceeds that of PS3 and Xbox360 in its generation. However, after Nintendo Wii, somatosensory games quickly went to the edge. Sony and Microsoft's similar products PS Move and Kinect were only popular for a short time, and even Nintendo's Wii U was a fiasco.
In fact, in addition to the host industry participants, Apple also acquired Israeli 3D sensor technology company PrimeSense in 20 13, which is also the source of FaceID technology. But what you may not know is that Apple originally acquired PrimeSense to explore somatosensory technology.
A year after the acquisition of this company, Apple applied for a technology patent called ZoomGird. This technology can perform remote gesture operation on the side of iPhone and iPad without any contact. Moreover, Intel also developed RealSense in 20 13, but the RealSense department was closed in August 20021year. Today, except Nintendo, somatosensory games have almost disappeared in the mainstream market.
The reason why somatosensory games have been difficult to become mainstream is that there are actually two defects that are difficult to solve. First, somatosensory games are mostly sports, music and dance. This requires exercise. In fact, sports itself is somewhat opposite to games. After all, the dopamine released by the human body in the two modes is different.
It is easy to play games for three hours, but it may be difficult to exercise for 30 minutes. Previously, the sales of Switch and fitness circle surged, which had a background that could not be ignored. The isolation at home caused by this epidemic has forced many people who are not at home to stay at home.
Secondly, somatosensory games use sensors to capture human movements to achieve operations. In fact, the theme of such games is limited to actions that most people can achieve. In addition, somatosensory games are over-concentrated in family fun types such as sports and fitness. After all, the actions in RPG, fighting and FPS games are difficult for most players, so it is difficult to maintain the freshness for players who need changeable styles and more diverse experiences.
This is why Yusan's somatosensory devices are only popular for one generation at most, and then there are no follow-up products, or the follow-up products are fiasco. At a time when VR/AR games are gradually maturing and the metauniverse is in sight, the somatosensory games developed by XaviXPORT are also destined to become a "crooked road" in the game industry.