Thesis Overview

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  • Thesis Overview

    1. 1. Handheld Augmented Board Games Master Thesis Overview - Gert Thijs
    2. 2. Traditional Board Games• Colocated multiplayer• Social interaction among players (often) important• Tangible user interface (playing pieces, dice, cards, ...)• Mostly static elements (board lay-out can change, pieces often can’t)
    3. 3. Traditional Video Games• Strong focus on singleplayer; if multiplayer available: • not colocated (online) • side-by-side colocated (splitscreen, LAN- parties)• Social interaction limited (text/voice chat)• Intangible user interface• Highly dynamic content (audio/video/ animations)
    4. 4. Trends in board games• Digitized versions of games: • Number of games have been ported to the PC • Now, more and more to smartphone/tablet • However: • Singleplayer / online multiplayer • Only interactions with computer
    5. 5. Trends in board games• Some more recent board games incorporate electronics (eg. credit card in Monopoly)• Smartphone apps to support gameplay: • for dice rolling • to replace roleplaying game character sheets
    6. 6. Hybrid game proposal• Enhancing traditional board games with a handheld• Why handheld? • Portable • More and more people have one • Has become powerful enough • Camera (to observe gameplay) + connectivity
    7. 7. Possibilities• Rule checking: prevent mistakes/cheating• Learn to play: tutorial, hints for (new) players• Handheld can take care of ‘logistics’ such as scorekeeping, card/token management• Handheld can perform more complex ‘calculations’ or ‘algorithms’ much faster
    8. 8. Possibilities• Handheld can provide randomization (dice, cards, game events, ...)• Audio/Video through handheld• Saving game sessions, resuming them later• Saving player statistics/history• Private communication between players possible
    9. 9. Possibilities• Could simulate a ‘player’ (missing player, game master from RPG, ‘the game itself’, ...)• Retains colocated multiplayer• Retains social interactions among players• Retains a partially tangible user interface• Could reduce the number of game components
    10. 10. Ex. 1: Dungeon Crawler• Players are heroes, travelling through a dungeon fighting monsters and collecting treasures• Normally requires an extra player (game master) to control the monsters and the dungeon• Handheld would replace the player pawn and simulate the game master
    11. 11. Ex. 1: Dungeon Crawler• Handheld would observe player location in dungeon through camera and generate game events: • finding treasures • fighting monsters (by means of a mini- game)
    12. 12. Ex. 1: Dungeon Crawler • Illustration and original inspiration: iPirate: smartphone as interactive pawn in a board game • http://www.vimeo.com/12235919
    13. 13. Ex. 2: Settlers of Catan
    14. 14. Ex. 2: Settlers of Catan• Traditional board game: players gather resources and build settlements on the island of Catan• Hexagonal board tiles, wooden roads/villages/ cities, cards represent gathered resources• Each board tile has a numbered token, if dice roll equals this number, all players with settlement bordering this tile receive a resource card• Building things or buying development cards with resources grants victory points; 10 needed to win
    15. 15. Ex. 2: Settlers of Catan• Transfer the resource managment to the handheld => no more card management• Handheld keeps track of resources and scores, can show players their possible options during their turn (maybe even give hints)• Software automatically hands out correct resources to players after dice roll
    16. 16. Ex. 2: Settlers of Catan• 2 special cards (worth 2 VP each) are held by the players with the largest army or road => should change hand if someone else has larger army/road• However, this requires attentive players• Longest road calculation can be a bit tedious• Sometimes players forget to take the card from another player• Software could automate this
    17. 17. Ex. 2: Settlers of Catan• Tangible interactions with board tiles and wooden playing pieces are retained• Issue: software needs to know position of settlements/roads and numbers on board tiles• Scan these using camera of handheld• Proposal: each board tile has a marker (hollow frame marker)
    18. 18. Ex. 2: Settlers of Catan• Place a detectable numbered token inside this marker => scan them before starting game• Now software knows number value of each board tile• Settlements are placed on points where 3 tiles meet => scan the markers of 3 board tiles at same time to determine location• Roads are placed on edge between board tiles => scan 2 markers at same time
    19. 19. Ex. 2: Settlers of Catan black square = frame marker 5 5 8 5 2 2
    20. 20. Ex. 2: Settlers of Catan• Illustration of frame markers and token markers on hexagonal tiles (Art of Defense - a handheld AR tower defense game)• http://www.youtube.com/watch? v=hSUuvgklsZw
    21. 21. Ex. 3: Magic the Gathering
    22. 22. Ex. 3: Magic the Gathering • Most popular Trading Card Game • Players are wizards, their cards represent spells and monsters. Try to reduce opponent’s life points • Tangible interactions: playing cards, rotating them to activate them • Important aspect: deck building => large collection of cards
    23. 23. Ex. 3: Magic the Gathering • Digital versions: play the game, but no tangible interactions, often limited deck building • Magic Online: all aspects of the real game, except colocated play and tangible interactions • Real game: deck = 60 cards => easy to take along; entire collection => not practical to take along
    24. 24. Ex. 3: Magic the Gathering• Possibilities: take Magic Online to the handheld, use it to manage cards: buy, trade, build decks• Use proxy cards with markers to play the game => retains tangible interactions• Player’s ‘hand’ is digital during play: to play a card, scan one of the proxies, linking the digital card to the real proxy and play it on the table• Handheld will act as ‘magical lens’, overlaying the actual card on the proxy
    25. 25. Ex. 3: Magic the Gathering• Handheld takes care of score keeping, rule checking, tokens that would normally indicate wounds on monsters, ...• Card effects (spells, monsters fighting) could even be animated• If one deck of generic proxies needs to be able to represent any possible deck from entire collection of cards, the proxies can not have real card images on them => possible esthetical downside
    26. 26. Ex. 4: Dust Tactics• Miniature war game: each player controls one army of giant robots or squads of soldiers• Playing field: 9 squares of each 9x9 squares => 81cm x 81cm total size!• Unit cards for each squad/robot define movement, hit points, available weapons, range, ...• Combat is resolved by rolling dice
    27. 27. Ex. 4: Dust Tactics SQUAD CARD VEHICLE CARD HERO CARD
    28. 28. Ex. 4: Dust Tactics• Instead of 5 miniatures to represent 1 squad, use one marker token to represent squad or robot• Handheld: magic lens: 3D model of squad, robot, obstacle, ... on top of marker• Player uses tokens to represent movement and position, handheld can resolve combat and indicate movement/visibility range• Single tokens allow smaller gameboard => more portable
    29. 29. Related Work• Handheld AR (board) games • Art of Defense (tower defense) • BragFish (fishing game)• Electronic game boards (no handheld) • Wizard’s Apprentice • Settlers of Catan E.A. • W41K (RFID tagged miniature war game)
    30. 30. Related Work• Non-handheld AR (board) games • Battleboard 3D (AR Stratego) • Tankwar (AR war game)• Multi-touch table games • STARS Monopoly • KnightMage (RPG, table+PDAs)
    31. 31. Related Work• Marker-based handheld board games (no AR) • Impera Visco (some resemblance to Catan) • Smart Memory

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