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SCE CONFIDENTIAL 
 

 
©SCEI 

Move.Me User's Guide 

Figure 5 Client Connection Information 

 

Display Elements 

The Move.Me Control application shows the following configuration status: 

 

IP Address and Port Information:

 Displays the IP address and port number on which the server 

listens for connections. 

 

Camera Status:

 Displays the status of the camera: Unplugged or Plugged. 

 

Motion Controller Status:

 Displays the overall status and any status flags for each 

PlayStation®Move motion controller. 

 

Connection Count:

 Displays the active number of clients connected. The platform supports a 

maximum of four. 

 

Connection List:

 Displays the current list of clients connected, including the connection IP address 

and port number and the client’s refresh rate. 

 

Server Log:

 Displays the last 10 lines of the server log. Server log events are emitted when a client 

connects or disconnects or sends a request.

 

User input 

When no clients are connected, the server captures and processes button presses on the motion controller. 
When at least one client is connected all user input is passed through to the connected clients and button 
presses are not processed by the server. 

Use buttons on the motion controller to perform the operations listed in Table 1: 

Table 1 Motion Controller Button Functions 

Operation 

Button 

Description 

Calibration 

Move button 

This must be done while pointing the controller at the 
camera. 

Reset SELECT 

button 

 

Exit 

PS button 

To quit the server, press and hold the PS button until the 
menu appears. Select ‘Quit Game’ to quit. This works 
regardless of whether or not a client is connected. 

 

Number of Client 
Connections 

Connection List 

Server Log 

Summary of Contents for Move.Me

Page 1: ...Move Me User s Guide 2011 Sony Computer Entertainment Inc All Rights Reserved SCE Confidential ...

Page 2: ...DENTIAL SCEI Move Me User s Guide 2 Table of Contents 1 Introduction 3 Samples and libraries 3 Reference Materials 4 2 Using the Move Me Server 5 System Configuration 5 Startup 6 Display Elements 7 User input 7 ...

Page 3: ...per license Move Me provides a streamlined development system to support academic student and research use lending itself particularly to in house and prototype applications We are excited about the possibilities for the PlayStation Move platform to enrich projects as diverse as Human computer interaction Motor skills rehabilitation Research into game and user interface design Research into augmen...

Page 4: ...terface of the Move Me server used to configure the connection between the PlayStation 3 and the PC and to follow the status of the camera and motion controller Move Me Network Protocols Describes the interface between the Move Me system and the PC application including the command set the data packet contents and other information you ll need to develop augmented reality applications ...

Page 5: ...a development PC running Windows or Linux The Move Me server runs on the PlayStation 3 system and includes an interface that displays connection and status information for each of the system components Figure 2 Move Me Client Server Environment The Move Me client application running on the development PC sends requests to the Move Me server running on the PlayStation 3 system The requests are sent...

Page 6: ...etup Screen When no clients are connected you can point the Move controller at the camera and calibrate the controller by pressing the Move button Once calibrated a sword will appear in your hand Figure 4 Screen Displayed After Calibration After a client connects the screen will update to display the connected clients IP address Motion Controller Status IP Address and Port Camera Status ...

Page 7: ...t s refresh rate Server Log Displays the last 10 lines of the server log Server log events are emitted when a client connects or disconnects or sends a request User input When no clients are connected the server captures and processes button presses on the motion controller When at least one client is connected all user input is passed through to the connected clients and button presses are not pr...

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