Nzgdc2004 Argaming Seminar

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    Favorites, Groups & Events

    Nzgdc2004 Argaming Seminar - Presentation Transcript

    1. An Introduction to Augmented Reality Gaming Trond Nilsen HIT Lab NZ University of Canterbury
    2. Introduction
      • Who are we?
      • Intro to AR
        • HCI topics in AR
        • Interaction techniques
      • Break
      • Motivations for AR Gaming
      • Lots of examples…
      • Demos & Questions.
    3. Who are we? Who are we?
      • Graduate students at HIT Lab NZ and the University of Canterbury
      • Research in AR Gaming, interface design, and HCI
      • Play far too many games
    4. HIT Lab NZ
      • Opened February 2003
      • University of Canterbury
      • About 40 people
      • Research & Teaching –
        • Visualization, Interaction, Augmented Reality, CSCW
    5. AR – What is it?
      • Overlay virtual imagery on the real world
      • Allow simultaneous interaction with real and virtual objects
    6. AR – Brief History (1)
      • 1960s – Sutherland & Sproull’s first HMD
    7. AR – Brief History (2)
      • 1970s -> 1980s – USAF helmet displays, Super cockpit (Tom Furness)
    8. AR – Brief History (3)
      • Early 1990’s: Boeing coined the term “AR.” Wire harness assembly application.
      • Early to mid 1990’s: UNC ultrasound visualization project
    9. AR – Brief History (4)
      • 1995: Fiducial tracking in video see-through [Bajura / Neumann]
      • Late 90’s: Collaboration, outdoor, interaction
      • Momentum builds in research and applications
      • 2003 – HIT Lab NZ
    10. AR – RV Continuum
      • Milgram’s Reality – Virtuality Continuum
    11. AR - Applications
      • Many applications,
        • Engineering
        • Archaeology
        • Medicine
        • Architecture
        • Visualization
        • Military
    12. AR – Examples (Medical)
      • “ X-ray vision” for surgeons
      • Aid visualization, minimally-invasive operations. Training. MRI, CT data.
        • Ultrasound project, UNC Chapel Hill.
    13. AR – How?
    14. AR - Technology
      • Technology
        • Tracking
          • Computer vision
          • Magnetic
          • Inertial
          • GPS
          • Ultrasonic
        • Display
          • HMDs
          • Retinal displays
          • PDA, tablets - ‘window’ to virtual world
          • Volumetric
        • Interfaces
          • Paddles
          • Tracked stylus
          • Gesture
          • Voice
    15. AR – Tangible UI
      • Ishii (1997)
      • Create digital shadows for physical objects
      • Foreground
        • graspable UI
      • Background
        • ambient interfaces
    16. AR – Tangible UI
      • Ambient Fixtures
        • Dahley, Wisneski, Ishii 1998
        • Use natural material qualities for information display
      • Graspable Interface
        • TerraVision (Art+Com)
          • seamless zooming
          • tangible interface
          • separation of physical + virtual
    17. AR – Tangible AR
      • AR overcomes limitation of TUIs
        • enhance display possibilities
        • merge task/display space
        • provide public and private views
      • TUI + AR = Tangible AR
        • Apply TUI methods to AR interface design
    18. AR - VOMAR
      • Use of natural physical object manipulations to control virtual objects
      • VOMAR
        • Catalog book:
          • Turn over the page
        • Paddle operation:
          • Push, shake, incline, hit, scoop
    19. AR - VOMAR
      • Show VOMAR Video
    20. AR – Transitional Interfaces
      • Interfaces that transition between Reality, Augmented Reality and Virtual Reality
      • Supports egocentric and exocentric views
        • Exocentric - View from above
        • Egocentric - View from within
        • Appropriate for different tasks
    21. AR – Transitional Interfaces
    22. AR – Transitional Interfaces
      • Show MagicBook Video
    23. AR - Collaboration
      • Wide variety of communication cues
      Speech Paralinguistic Paraverbals Prosodics Intonation Audio Gaze Gesture Face Expression Body Position Visual Object Manipulation Writing/Drawing Spatial Relationship Object Presence Environmental
    24. AR - Collaboration
      • Face-to-face collaboration
        • People surround a table
        • It is easy to see each other
      • Computer collaboration
        • People sit side by side
        • It is hard to see each other
    25. AR - Collaboration
      • Attributes:
        • Virtuality
        • Augmentation
        • Cooperation
        • Independence
        • Individuality
      • Seamless Interaction
      • Natural Communication
      • Role division
      • Privacy
    26. AR - Hybrid User Interfaces
      • Goal: Incorporate Augmented Reality into a normal collaborative environment
      • Use the most appropriate tools
        • Manipulate 2D text or images on a 2D screen
        • Manipulate 3D objects in 3D space
      • Use the most appropriate displays
        • size, resolution, stereopsis
        • privacy vs sharing
    27. AR - Hybrid User Interfaces Private Display Private Display Group Display Private Display Public Display Private Display Group Display Public Display PERSONAL 1 TABLETOP 2 WHITEBOARD 3 MULTIGROUP 4
    28. AR - Hybrid User Interfaces
    29. AR – Interaction techniques
      • Interaction in AR
        • Paddle Interaction
        • MagicLenses
        • FigARTips
        • Occlusion
        • Gesture
      • General purpose devices..
        • Gamepads
        • Joysticks
        • PDAs
    30. Interaction – AR MagicLenses
      • Developed at Xerox PARC in 1993
      • View a region of the workspace differently to the rest
        • Not limited to magnification
      • Overlap MagicLenses to create composite effects
    31. Interaction – AR MagicLenses
      • MagicLenses extended to 3D in 1996
      • Volumetric and flat lenses
    32. Interaction – AR MagicLenses
      • Developed by Julian Looser at the HIT Lab
      • 3D lens implementation in augmented reality
      • Use paddle interaction to control lens
    33. Interaction – AR MagicLenses
      • Focus + Context – two data sets
      • Direct comparison of differing data sets in situ
      • Visualization & Exploration of data
    34. Interaction – AR MagicLenses
      • Show Globe video
    35. Interaction – AR MagicLenses
      • Model consisting of set of components
      • Lens can be used to see different component sets
    36. Interaction – AR MagicLenses
      • Show House video
    37. Interaction – FingARTips
      • Developed by Oakley Buchmann & Stephen Violich at the HIT Lab
      • Gesture Based Interaction
      • Hand tracking
        • 3 markers on fingertips
      • Haptic Feedback
        • Vibrating motors
      • Depth cues
        • Occlusion + shadows
    38. AR – FingARTips
      • Show FingARTips video
    39. Interaction - Occlusive Interfaces
      • AR interface for 1 & 2D input
      • Physical Components
        • Sheet of tracking markers
      • Display Elements
        • 1D or 2D virtual menu
      • Interaction Metaphor
        • Find 2D input using occlusion
      • Limited fidelity
    40. Interaction - Occlusive Interfaces
      • Grid of tracking markers
        • 2D interaction – moving virtual objects
    41. Interaction - Gesture
      • Use of regular body motions as interface
      • Natural
      • Interact with virtual objects as if real
    42. Break
      • Break
    43. Gaming
      • AR is cool!
      • How can it be applied to gaming ?
      • Why are we interested ?
      • What are the possibilities ?
      • Is there a formal approach ?
    44. AR Gaming - Mixed Fantasy
      • Extends Milgram’s continuum
      • Part of a larger taxonomy by Chris Stapleton
      • Describes level of game contribution from real, virtual and imaginative worlds
        • Real: What the real world tells the participant
        • Virtual: What the creator shows the participant
        • Imaginative: What the participant contributes
    45. AR Gaming - Motivations
      • What makes AR a good platform for gaming?
      • AR is cool. But that’s not enough.
      • No clear reasons are articulated by AR game designers
      • AR game design is currently a random hunt for ‘cool’ games
      • While exploration is valuable, clear understanding of the benefits AR can offer is necessary
      • Hypothesis:
        • AR provides a medium for games that allows game designers to merge the best of real world games with the best of computer games
    46. AR Gaming - Motivations
      • The physical world and the virtual world have different strengths as gaming mediums
      • Most games engage players in several ways
      • Such multifaceted games are particularly suited to AR enhancement
      • Remember limitations of current AR technology, bearing in mind its rate of change
      • But don’t forget AR specific games!!
    47. Gaming – Some games..
      • Early AR Games
        • Camball
        • AR 2 Hockey
        • ARQuake
        • MIND Warping
        • RV Invaders / AquaGauntlet
      • More recent developments
        • Human Pacman
        • Collaborative 3D Tetris
    48. Gaming – AR 2 Hockey
      • MR Systems Lab (Tokyo) - 1998
      • AR rendition of classic air hockey
      • Players move physical batons to strike virtual pucks
      • Primarily a demonstration of AR
    49. Gaming – RV Invaders / AquaGauntlet
      • MR Systems Lab – 2000
      • Player has ‘gun’ mounted on arm, and ‘helmet’ HMD
      • Original Premise: Breakdown of ‘barriers’ between Reality & Virtuality - Players must defend reality
    50. Gaming – RV Invaders / AquaGauntlet
    51. Gaming - ARQuake
      • Developed by Wayne Piekarski & Bruce Thomas at University of South Australia
      • Modified version of Quake for Tinmith Outdoor AR system
    52. Gaming - ARQuake
      • Conceptually impressive, but very difficult to play.
      • Tracking: GPS, Inertial
      • Tinmith project – real advances are in interaction techniques for Outdoor AR.
    53. Gaming – Human Pacman
    54. Gaming – Human Pacman
      • Developed by Adrian Cheok and the Mixed Reality Lab at NUS (Soon to be HIT Lab)
      • Multiplayer Outdoor AR
      • Wide combination of technologies
        • GPS
        • Inertial tracking
        • Wireless & wearable computing
        • Remote collaboration
      • Uses real world as gameworld
    55. Gaming – Human Pacman
    56. Gaming – Human Pacman
    57. Gaming – Our games
      • Hybrid Settlers
        • 2003 – Project for Cosc 426 (Trond Nilsen, David Thompson)
      • Hybrid AR Worms
        • 2003 – Project for Cosc 426 (Steven Linton, Allister Cournane, Nilufar Baghaei, Kieran Molloy)
        • 2004 – Redevelopment (Steven Linton, Trond Nilsen, Julian Looser, Robert Grant)
      • Tankwar
        • May 2004 – DSTA (Trond Nilsen, Julian Looser, Adrian Clark)
    58. Gaming – Hybrid AR Worms
      • Worms series – Team 17 (1995 onwards)
      • Turn based game of skill & cunning.
    59. Gaming – Hybrid AR Worms
      • Worms3D – Team 17 (2003)
      • Difficulty with interface
    60. Gaming – Hybrid AR Worms
      • Features
        • Face to Face Collaboration
        • Tangible UI
        • AR to VR transitions
        • Hybrid Gaming
      • Components
        • Head mounted display
        • Projection screen
        • Wireless input device
        • Table top tracking
    61. Gaming – Hybrid AR Worms
    62. Gaming – Hybrid AR Worms
    63. Gaming – Hybrid AR Worms
      • Show Worms Video
    64. Gaming – Hybrid AR Worms
      • Lessons Learned
        • Fun and engaging
          • Collaboration
        • Tangible UI intuitive
        • Turned based game not ideal
          • Disrupts face to face communication
        • Most users happy with screen based version
          • AR features don’t enhance game play
    65. AR - Tankwar
      • Real Time Strategy game in AR
      • Face to Face Collaboration / Competition
    66. Further work
      • Usability
      • More thought into game design – beyond POC!
      • More complex multiplayer games
      • The ‘crazy list’
      • Augmented War and Role Playing games
      • Civil & Military applications (yes, we’re convinced of the ethicality of this)
    67. Come join us!!
      • HIT Lab NZ
        • Postgrad students
        • Open days
      • AR Toolkit
        • Try it out!!
        • Tutorials, workshops
    68. The End
      • Questions & Discussion
      • Demos in the next room..

    + Trond NilsenTrond Nilsen, 2 years ago

    custom

    218 views, 0 favs, 0 embeds more stats

    More info about this document

    © All Rights Reserved

    Go to text version

    • Total Views 218
      • 218 on SlideShare
      • 0 from embeds
    • Comments 0
    • Favorites 0
    • Downloads 0
    Most viewed embeds

    more

    All embeds

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories