Motivations for AR Gaming - Presentation at NZ GDC 2004

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    Motivations for AR Gaming - Presentation at NZ GDC 2004 - Presentation Transcript

    1. Motivations for Augmented Reality Gaming Trond Nilsen, Steven Linton, Julian Looser HIT Lab NZ / Department of Computer Science & Software Engineering University of Canterbury, Christchurch, New Zealand [trond.nilsen,steven.linton,julian.looser]@hitlabnz.org
    2. Contents
      • Introduction
      • Existing AR Games
      • Motivation
      • Gaming model
      • Case studies
      • Current and Future Work
      • Questions?
    3. 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. Augmented Reality (1)
      • Overlay virtual imagery on the real world
      • Benefits:
        • Work with real and virtual content simultaneously
        • Tangible user interfaces
        • Enhance collaboration by integrating the task space with the communication space
    5. Augmented Reality (2)
      • Milgram’s Reality – Virtuality Continuum
      • Transitional interfaces that allow users to shift along the continuum
      • Example: Transitioning into an environment
    6. Augmented Reality (3)
      • Many applications,
        • Engineering
        • Archaeology
        • Medicine
    7. Augmented Reality (4)
      • Video see-through AR
      • Equipment:
        • Computer
        • Head-mounted display
        • Small camera
        • Markers
      • Software
        • ARToolkit
        • OpenGL, C++
      1 2 3
    8. 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
    9. Existing AR Games (1)
      • ARQuake
      • Geist
      • Camball
    10. Existing AR Games(2)
      • AR 2 Hockey
      • Shared Space
      • Human Pacman
    11. Motivations
      • What makes AR a good platform for gaming?
      • ‘ Cool, new technology’ is 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
    12. Game Model - Overview
      • Examine the relative strengths and weaknesses of real world and computer games
      • Compare and contrast them in their ability to engage players
        • Physically
        • Mentally
        • Socially
        • Emotionally
    13. Game Model – Physical
      • Engages player’s physical body and skills
      • Examples
        • Sports
        • Skill oriented computer games
      • Real World
        • Can use player’s whole body
        • Real world can provide game environment
        • Physical artefacts can have game significance
      • Computer
        • Physical interaction limited by input devices
    14. Game Model – Mental
      • Engages the player’s ability to solve problems and reason
      • Examples
        • Puzzles
        • Strategy
        • Resource management / God games
      • Real World
        • Players unwilling to resolve complex rules
        • Supports spatial reasoning, particularly 3D
      • Computer
        • Supports complex game models and rules
        • AI opponents and agents
        • Large scale simulation
    15. Game Model – Social
      • Engages players ability to socialize with other players
      • Examples
        • Role playing games
        • Poker
      • Real World
        • Supports natural face to face communication
      • Computer
        • Mediation limits communication, but can provide other facilities
        • Allows remote and massively multiplayer games
        • May support privacy and anonymity
    16. Game Model – Emotional
      • Provokes an emotional and imaginative response in player. Most difficult aspect to classify.
      • Examples
        • Narrative games in which players develop sympathies with characters.
        • ‘ Atmospheric games’ (horror, etc).
      • Real World
        • Can stimulate players across full range of senses
        • Limited by practical ability to control environment
      • Computer
        • Potential for diverse virtual environments and scenarios
        • Limited to audio and visual stimulation
    17. Considerations
      • Most games engage players in more than one of these ways
      • Such multifaceted games are particularly suited to AR enhancement
      • Remember limitations of current AR technology, bearing in mind its rate of change
      • AR isn’t a magic bullet, nor does it make up for poor game design
      • But don’t forget AR specific games!!
    18. Case Study – War games (1)
      • Turn based strategy games using armies of miniatures
      • Game conflict resolved through rules and dice
      • Ambiguous situations resolved by player consensus
      • Strong modelling component
      • Military applications
    19. Case Study – War Games (2)
      • Real world War Games
        • Game relies on rules interpretation, precise measurement and unit locations
        • Rules must be simple
          • Interferes with player’s desire to replicate specific historical scenarios
          • Can lead to unrealistic in game results
      • Computer War Games
        • Ambiguities are handled by computer
        • Rules and simulation can be very realistic
        • May include AI contribution
        • Eliminates most of social interaction
        • Eliminates ‘artistic’ component of game
    20. Case Study – War Games (3)
      • Conceivably, an AR war game could
        • Support social interaction through face to face communication
        • Reduce or eliminate ambiguity through computerized resolution of rules
        • Allow complex and realistic simulation
        • Introduce AI opponents and agents
        • Maintain the physicality of the game by using existing miniatures as elements of a tangible interface
      • Current work - Tankwar
    21. Case Study – Role Playing Games (1)
      • Game of shared narrative; one referee, several players
        • Players take on roles of characters and declare actions and responses to events in the world and other characters
        • Referee sets forth the plot, controls the game world and arbitrates game mechanics
      • Well known example: Dungeons & Dragons; a ‘party’ of adventurers in a world of heroic medieval fantasy - usually involves much monster slaying and treasure collecting
      • RPGs cover almost all conceivable fictional settings
      • Normally sedentary, though more active varieties exist (Live RPGs)
    22. Case Study – Role Playing Games (2)
      • Table top RPGs
        • Face to face social interaction
        • Public or obviously concealed communication
        • Referee becomes bottleneck, and misunderstandings can lead to ill feeling
        • Often use miniatures and maps for spatial visualization
        • Inconsistent understanding can arise
        • Control of game environment can affect atmosphere (candles, etc)
      • Live RPGs
        • Players act their character’s part
        • Greater privacy
        • Limited scope for game mechanics (usually dice free, and real time)
        • Limited ability to introduce fantastic constructs
        • Costuming and game environment can affect atmosphere greatly
      • Computer RPGs
        • Usually focus on tactical combat, plot and character puzzles, and simple games of skill
        • Often solitary or networked with little social interaction
        • Graphics and audio allow for convincing visualization
        • Complex game simulation and AI
    23. Case Study – Role Playing Games (3)
      • Conceivably, an AR RPG could
        • Offer advantages as in War Games
        • Provide consistent game visualization within communication space
        • Offer automated NPC and world management
        • Reduce workload of GM and players in terms of game mechanics, and allow focus on game content.
        • Provide medium for private communication
      • Conceivably, an AR LRPG could
        • Introduce real time game mechanics, allowing conflict resolution beyond simple diplomacy
        • Provide a medium for the introduction of impractical fantastic game content (giant monsters, magical effects, etc)
      • Chief limitation – Bulky and awkward hardware
      • Is AR alone the best solution here?
        • Some problems can be solved very well in AR
        • Hybrid user interfaces – introduce PDAs or similar data devices
    24. Current Work
      • Hybrid AR Worms
      • Tankwar
    25. Future Work
      • User studies
      • Expand on Tankwar
      • Explore possibilities in RPGs
      • Remote games – controlled orienteering
    26. Summary
      • Four part consideration of existing games
        • Physical
        • Mental
        • Social
        • Emotional
      • Case Studies
        • War Games
        • Role Playing Games
      • Tankwar
      • AR Worms
      • Questions??

    + Trond NilsenTrond Nilsen, 2 years ago

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