Pergames2005 Paper

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    Pergames2005 Paper - Presentation Transcript

    1. Tankwar ­Tabletop war gaming in augmented reality Trond Nilsen, Julian Looser HIT Lab NZ / Department of Computer Science & Software Engineering University of Canterbury, Christchurch, New Zealand [trond.nilsen,julian.looser]@hitlabnz.org
    2. Introduction
      • Table top games
        • Social
        • Diverse physical interactions
        • Limited in complexity
        • Limited meta-game support
      • Computer games
        • Complex – AI, Simulations
        • Rich visualization and content
        • Mediated social interaction
        • Narrow interaction (mouse, keyboard, game pad)
      • As a merging of virtual and real, augmented reality may allow the development of games that possess the best characteristics of both.
    3. Engagement model
      • Based on Stapleton’s Mixed Fantasy
      • Four ways in which players become engaged in games
        • Mental
        • Physical
        • Social
        • Emotional
      • To engage players in each of these ways, we must consider our game’s design in different ways.
    4. Our Approach
      • Game design
        • Iterative – design, play and evaluate, repeat.
        • Play testing with gamers.
        • The ‘Art’ of game design.
      • Distributed game architecture
        • To support various player / spectator roles, different interfaces are required.
          • AR – Primary player interface (AR lens, paddle interactions)
          • PDA – auxiliary player interface
          • Projection screen – spectator interface
      • Video See Through AR
        • AR-Toolkit
        • Players wear HMDs – their view of the world is mediated
      • Lens-based Interaction
        • See-through selection tool attached to game pad.
        • Focus / Context visualization
    5. AR Tankwar – Game Design
      • Real time strategy
        • Players control armies of tanks, artillery and helicopters, attempting to complete mission objectives similar to PC real time strategy games, either competitively or collaboratively.
      • Slow – Speed is adjustable, but default is quite slow
        • Compromise between turn-based tabletop games and rapid PC games
        • Allows ample time for consideration, discussion and interaction (AR interaction is still comparatively slow
      • Non-scrollable 3D landscape
        • If players can scroll the landscape, they are no longer visualizing in the same context, thus some social cues (pointing, gaze)
      • Collaboration aids
        • View frustums – gaze
        • Partial transparencies – see own hands
        • Immersive perspectives
    6. AR Tankwar – Screenshots
    7. AR Tankwar – Screenshots
    8. AR Tankwar – Screenshots
    9. Evaluation - Difficulties
      • Games are hard to evaluate objectively
        • Objective measures do not easily characterize player enjoyment
        • Possibility space is huge, so game design decisions have large impact
        • Games exhibit emergence – the whole is greater than the sum of the parts. Thus, decomposition into laboratory tasks is deficient
        • Novelty confounds
      • Observational results
        • Typical problems with AR remain
          • Social interaction is constrained by players wearing HMDs
          • Interaction metaphors not mature
        • Communication between players is observed to be greater
          • Players engage in banter, issue threats, and discuss strategy to a greater degree than in PC games (to be verified empirically)
        • To our surprise, players find the user interface easy to use.
      • Comparative ‘ethnographic’ study to come.
    10. Future Work
      • Evaluations – as described
      • Re-implementation / enhancement
        • Iterative design
        • New features
      • Exhibition at GenCon 2005.
      • Development of game design guidelines for design of AR table top games.
      • Experimental examination of social communication through HMDs
      • Questions?
      • Contact: xorg@acm.org

    + Trond NilsenTrond Nilsen, 2 years ago

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