AR Wave: A Proof of Concept - Federation, Game Dynamics, Semantic Search, Mobile Social Communications
by Tish Shute on Jun 05, 2010
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My presentation from Augmented Reality Event 2010 - bringing real time communications, an open federated standard, powerful game dynamics, and semantic search to augmented reality experiences with the ...
My presentation from Augmented Reality Event 2010 - bringing real time communications, an open federated standard, powerful game dynamics, and semantic search to augmented reality experiences with the XMPP extensions of Wave Federation Protocol.
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Also missing from slide #3 is the link to the AR Wave a proof of concept video #1 so here it is: http://arwave.org/pages/Videos.php
Speaker notes for Slide #13
Wave Protocol Interface
Reads/Write AR data to blips in a wave. Each blip contains the data necessary to place one object at real world co-ordinates.
This object would normally be a link to a 3d mesh, but could also be text (facing plane), sound, or other arbitrary data of value at that point.
Small data, such as text, could be handled inline in the blip, while larger data could be handled with a http link to a server, or a IP: Portnumber for temporary data from a clients device.
Http hosted 3D Content
The blips can link to remote data hosted on websites. This data could be a KML file, or something more elaborate like ARML, or Layar, or the new Kamra data format world.
File Server
When an AR blip indicates a file needs to be downloaded, this downloads and caches it to a directory which the renderer can access. When the user posts a model, this file server can host it ready for the other clients to connect and download.
The Wave provider themselves might provide attachment space within the wave.
GUI
This interface allows the user to log on/off any channel, as well as posting a message in mid-air at the current coordinates. Later versions could allow moving/editing and 3D modeling, with the ARBlips in the wave being updated in near-realtime to reflect changes.
Renderer
Taking long/lat/alt etc specified by the Protocol Interface (and possibly meshes downloaded by the fileserver). It overlays the objects in the field of view in the correct position. The renderer will also place meshes aligned to real world objects where such associations have been specified by the protocol. This could be a simple marker-based alignment or more sophisticated markerless solutions such as Total Immersions DFusion technology.
Location Precision
Users current GPS co-ordinates and direction taken from the device they are using. This data should get progressively more accurate as technology improves, e.g. a software-based solution using point clouds of cities, or Kamras Geo spots.
Speaker Notes for Slide #20
A memex is a device in which an individual stores all his books, records, and communications, and which is mechanized so that it may be consulted with exceeding speed and flexibility. It is an enlarged intimate supplement to his memory - Vannevar Bush
Speaker notes for Slide #22
Basically key/value pairs describing the data. Such as Author : Tish Shute or Colour : Green. The object is already implied as its whats being linked too. Thus you wouldnt need whole triples (which are the standard base of semantic data). Because semantic data can be chained together, this would make very powerful search queries possible.
Speaker notes for slide #24 - Operational Transform and AR - (from a conversation with Thomas)
The main advantages of using a OT system like Wave for games is twofold;
1. For making simple games it takes far less investment as all that is required is basicbot-coding. You dont even have to run your own server if you dont want, provided theres a Bot-supporting server or something like Google App Engine you can use for your game code.
Wave takes care of accounts, transfer of information and the propagation of changes over the restof the infrastructure.
2. If you want to make a more advanced game (something like WoW or Secondlife), theres still some big advantages to using Wave. You can build your own custom-server to handle complex game events and actions, but by conforming tothe WFP standard for serverserver interaction, you allow anyone to both view or join your game with little to noeffort required. When users can just view or try your game with a single click, you stand a lot more chance of getting them hooked on it. Having to signup, login, and potentially download a client is often far too much effort for people that just want to try something quickly.
With OT you can even create multiple servers worldwide with a persistent and constantly synching world between them...all with no extra effort on your part. This means a faster experience for the end user, while still having a consistent game world for the user. (No need for separate worlds for the user to login too due to server load restrictions)You could even make your game support user generated content, or overlap with other game worlds...if you wish.
This is just a handful of advantages really (more that Markus suggested)
OT is what makes multiuser (or multiplayer) interaction possible. In Networked games you have a scene graph that is kept in sync between the clients by sending changes of its nodes states between the clients (or between the clients a a centralized server).
In Wave OT does this for the nodes of an XML document (aka a wave).The catch is that requirements for document editing and requirements for game scene graphs are somewhat different.For example regarding real time requirements vs. correctness.e.g, the way Googles OT implementation works, a client cannot send out a new change before the last change has been acknowledged. This is because OT has to guarantee consistency which isnt that important in a gaming scenario.
Also of course the scene graph example is rather simplified. Modern network games are a lot more sophisticated than that :)But the scope of Wave is much broader that game design, so a specialized AR Game Engine will most likely be able to offer more in terms of performance and possible gaming scenarios. 1 year ago Reply