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The Initiative Experiments for Utilizing Real Cards in Online Trading Card Game

                                                    Jong-Hyoun Kim and Teresa Cho
                                                        Department of Gameware
                                                     Kaywon School of Art & Design
                                               125 Naeson-dong, Euwang, Republic of Korea
                                                     {hyoun, teresa}@kaywon.ac.kr


Abstract— Current virtual game interfaces can’t comprehend            between virtual game space and our real behavior, we
our metaphor, can’t reflect on our natural behavior aspect,           carried out an experiment on seamless gaming between 3D
can’t make us immerse into a game, and makes a barrier                virtual game space and our real behavioral space as applying
between virtual game space and our real behavior. It is very          real card interface into an online Trading Card Game (TCG)
challenging issue to use real objects tightly related to human-
                                                                      games.
being’s behaviors or reactions for interacting with game
applications. Interactive AR interfaces may augment users’               The remainder of this paper is organized as follows.
perception of the real world by adding virtual information to it.     Section 2 compares with existing related work. Section 3
In addition, users’ interaction with the system may be                introduces my experiment about new TCG game interface
augmented, making the computer as seamlessly as possible. We          system including a gaming flow. Finally, we conclude with
attempted an experiment on camera-based interface for online          a note on the current status of my project and future work.
TCG game application which emits excellence of AR. This
experiment uses real TCG cards which are recognized by                                    II.   RELATED WORK
texture based AR algorithm. These initiative experiments not
only guarantee the consistency between the game-player’s                  A variety of research efforts have recently explored
behaviors and the gaming environment, but also make real and          computationally augmented interfaces that emphasize human
virtual world seamless. This consistency increases friendliness       interaction using marker, markerless or sensor-based
and immersion to a game as well as the ability of bodily              interface.
sensation for a game. This new interface takes the results of
                                                                      A. Sensor-based interface
human-being's behaviors as input event, and will open the new
field of digital interfaces for forthcoming ubiquitous                    Affective Computing Group at MIT is making an effort
computing.                                                            for sensing/recognizing/understanding/synthesizing the
                                                                      human behavior patterns. This group discussed the use of
   Keywords; TCG game interface, camera-based, markerless,            biometric sensors with wearable computers. Such sensors
immersion to game. Augmeted Reality                                   allow for new interactions between the wearable and the
                                                                      wearer, which they based upon affect detection, prediction,
                        I.     INTRODUCTION1                          and synthesis [3].
   Basically AR systems support the coexistence of real               B. Camera-based marker interface
elements and computer generated synthetic ones in the same                Differently to the Affective Computing Group’s sensor-
environment [1]. Nowadays, this kind of user interface has            based approach, other some approaches use camera-based
obtained more attention due to the fact that it allows users          technology. MagicMouse allows the user to operate within
performing tasks in a more intuitive, efficient and effective         both 2D and 3D environments by simply moving and
way. Interactive AR interfaces may augment users’                     rotating their fist. Position and rotation around the X, Y and
perception of the real world by adding virtual information to         Z-axes are supported, allowing full six degree of freedom
it. In addition, users’ interaction with the system may be            input. This is achieved by having the user wear a glove, to
augmented, making the computer as seamlessly as possible,             which is attached a square marker. Translation and rotation
by exploring the use of real objects for interaction with the         of the hand is tracked by a camera attached to the computer,
application. Therefore, they may augment actions that users           using the ARToolKit software library [4]. Rohs uses visual
are capable to perform in the real world, both in quantity of         codes for several interaction tasks with camera-equipped cell
tasks performed and their quality [2].                                phones [5]. His IPARLA Project designed a new 3-DOF
   Especially game system needs the use of real objects for           interface adapted to the characteristics of handheld
interaction with its application to reflect on user’s natural         computers. This interface tracks the movement of a target
                                                                      that the user holds behind the screen by analyzing the video
behavior aspect as well as to make user immerse into the
                                                                      stream of the handheld computer camera. The position of the
game. As one of experimental approach to break a barrio
                                                                      target is directly inferred from the color codes that are
1
                                                                      printed on it using an efficient algorithm [6]. There was a
  This research is supported by Ministry of Knowledge Economy and     trial to apply markers as a offline game tool into online dice
Electronics and Telecommunications Research Institute(ETRI) in the
Technology Innovation Program 2009                                    game application [7].
C. Marker-less interface
    Markerless AR systems use natural features instead of
fiducial markers in order to perform tracking. Therefore,
there are no ambient intrusive markers that are not really part
of the world. Furthermore, markerless AR counts on
specialized and robust trackers. Another advantage is the
possibility of extracting from the surroundings characteristic
information that may later be used by the AR system for
other purposes.
    In the past, edge and optical flow based methods for
model based tracking were combined, since they are
complementary with respect to the usage of spatial and
temporal information [8]. More recently, [9] used both edges
and optical flow without the need of a known motion model,
which is the case of most AR applications. Texture based
feature extraction and optical flow tracking were also joined
together in a multithreaded manner in [10]. Another
approach to speed up the tracking is to use only a subset of
the template pixels for pose calculation, which can be
selected previously in an offline phase. [11] proposed the
Selective Pixel Integration, where the pixels to be used are
randomly selected from the ones that contain more texture
information. [12] selected the most adequate pixels to the
linear approximation performed in [13]. [14] do the same for
the IC and ESM methods.

    Nevertheless above outstanding research works, no one
of these approaches has applied real objects which are used
as a gaming tool in the real field. We think our experiment is
the first trial to apply real objects into online game
applications.
              III.   NEW TCG GAME INTERFACE

A. Online TCG                                                                   Figure 1. Recognizing any pose and tilted
    In addition to actual physical card games, trading card
games have also been developed that are played over the                The recognition system has been implemented under
Internet and LAN lines. Instead of receiving physical cards, a      OpenCV2.0 and tested using Point Gray’s Flea2 IEEE 1394b
player establishes a virtual collection that exists only as a set   compatible camera.
of data stored on a server. Such cards can be purchased or
traded within this environment. Titles include online versions
of games that originated as physical TCGs, as well as games
that exist solely online. The first online CCGs were Sanctum
and Chron X.
    For applying real TCG card into online TCG game, we
used two real TCG dinosaur cards as experimental purpose,
one is Albertosaurus and the other is Spectal Majungasaurus.
B. Card Recognition System
    The recognition system based on keypoint extraction
algorithm [15] can recognize any pose of planar image and
can be calibrated to recognize the tilted image within 20
degree above and below both, so the user does not have any
difficulties or does not need to train it to make the card be                    Figure 2. Before recognizeing the card
recognized by a camera. The system can be scaled by the
distance of images from a camera. Figure 1 shows you how               Figure 2 and Figure 3 and 4 shows before and after
much recognize planar and declined image in any pose.               recognizing the specific cards respectively. As shown in
                                                                    Figure 5 and 6, after detecting the card the annotating
information (name, value of rock-paper-scissors. figure of
power, et cetera) of the card is displayed on the top-left
corner of a screen.




              Figure 3. After recognizeing the card




                                                                             Figure 5. New TCG System Flow



                                                                    IV.        CONCLUSION AND FUTURE WORK
                                                                 To work with missing intelligence and aesthetics,
                                                             interfaces must understand our metaphors, solicit
                                                             information on its own, acquire experiences, talk to a wide
                                                             variety of people, improve over time, and be intelligent in
                                                             context. As part of this exploration, we attempted an
                                                             experiment on camera-based and marker-less interface for
                                                             online TCG game application. We carried out an experiment
                                                             on seamless gaming between TCG virtual game space and
                                                             our real behavioral space as applying real card interface into
           Figure 4. After recognizeing the second card      online TCG games. This new game interface guarantees the
                                                             consistency between the game-player’s behaviors and the
C. New TCG System Flow                                       gaming environment. This consistency increases friendliness
                                                             and immersion to a game as well as the ability of bodily
    We use the whole structures of origin TCG games as is.   sensation for a game. This new interface takes the results of
In other words this means that we may apply The Card         human-being's behaviors as input event, and will open the
Recognition System to origin TCG game application            new field of digital interfaces for forthcoming ubiquitous
independently as like plug-in. The system communicates to    computing.
TCG client program through RPC message passing
mechanism. In addition to origin system we just attached a      We are still working on following areas.
Map Table to catch Card ID from detected the image. So, as      • Motion or gesture interface as networked new game
soon as the Recognition System detects an image the system         interface
send Image ID to TCG Client. TCG Client gets Card ID
                                                                • Social games thru n-screen
using the Image ID and sends it to TCG Server. The overall
system flow is depicted in Figure 5.                            • Interaction mechanism to make real and virtual
                                                                   world seamless
REFERENCES                                             Traffic Image Sequences, International Journal of Computer Vision,
                                                                                    vol. 35, n. 3, p. 295-319, 1999
[1]   Haller, M., Billinghurst, M., Bruce, T. Emerging Technologies of
      Augmented Reality: Interfaces and Design, Idea Group Publishing,       [9]    Pressigout, M., Marchand, E. and Mémin, E. Hybrid Tracking
      2007.                                                                         Approach Using Optical Flow and Pose Estimation, Proc. IEEE
                                                                                    International Conference on Image Processing, p. 2720-2723, 2008
[2]   Trevisan, D., Vanderdonckt, J. and Macq, B. Analyzing Interaction in
      Augmented Reality Systems, Proc. ACM Multimedia - International        [10]   Lee, T. and Höllerer, T. Hybrid Feature Tracking and User Interaction
      Workshop on Immersive Telepresence, p. 56-59, 2002                            for Markerless Augmented Reality, Proc. IEEE Virtual Reality, p.
                                                                                    145-152, 2008
[3]   R.W. Picard and J. Healey, Affective Wearables, Proceedings of the
      First International Symposium on Wearable Computers, IEEE,             [11]   Dellaert, F. and Collins, R. Fast Image-Based Tracking by Selective
      October 13–14, 1997, 90–97.                                                   Pixel Integration, Proc. ICCV Workshop of Frame-Rate Vision, 22 p,
                                                                                    1999.
[4]   E. Woods, P. Mason, M. Billinghurst.MagicMouse: an Inexpensive 6-
                                                                             [12]   Matas, J., Zimmermann, K., Svoboda, T. and Hilton, A. Learning
      Degree-of-Freedom Mouse. Proceedings of Graphite 2003, Feb 11th-
      13th, 2003, Melbourne.                                                        Efficient Linear Predictors for Motion Estimation, Proc. Indian
                                                                                    Conference on Computer Vision, Graphics and Image Processing, p.
[5]   ROHS, M. Real-world interaction with camera-phones. In 2nd                    445-456, 2006.
      International Symposium on Ubiquitous Computing Systems (UCS
      2004), 2004.                                                           [13]   Jurie, F. and Dhome, M. A Simple and Efficient Template Matching
                                                                                    Algorithm, Proc. IEEE International Conference on Computer Vision,
[6]   M. Hachet, J. Pouderoux, and P. Guitton. A camerabased interface for          p. 544-549, 2001.
      interaction with mobile handheld computers, Proceedings of ACM
      symposium on 3D interactive graphics and games (I3D’O5). 2005.         [14]   Benhimane, S., Ladikos, A., Lepetit, V., Navab, N. Linear and
                                                                                    Quadratic Subsets for Template-Based Tracking, Proc. IEEE
[7]   Jong-Hyoun Kim, The Initiative Experiments about New Interface for            Conference on Computer Vision and Pattern Recognition, 6 p, 2007.
      a Networked Game, Proceedings of IDC’09, August 26-28, 2009,
      ISBN 978-0-7695-3769-6                                                 [15]   Lowe, D. Distinctive Image Features from Scale-Invariant Keypoints,
                                                                                    International Journal of Computer Vision, vol. 60, no. 2, p. 91-110,
[8]   Haag, M. and Nagel, H.-M. Combination of Edge Element and                     2004.
      Optical Flow Estimates for 3-D Model-Based Vehicle Tracking in

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  • 1. The Initiative Experiments for Utilizing Real Cards in Online Trading Card Game Jong-Hyoun Kim and Teresa Cho Department of Gameware Kaywon School of Art & Design 125 Naeson-dong, Euwang, Republic of Korea {hyoun, teresa}@kaywon.ac.kr Abstract— Current virtual game interfaces can’t comprehend between virtual game space and our real behavior, we our metaphor, can’t reflect on our natural behavior aspect, carried out an experiment on seamless gaming between 3D can’t make us immerse into a game, and makes a barrier virtual game space and our real behavioral space as applying between virtual game space and our real behavior. It is very real card interface into an online Trading Card Game (TCG) challenging issue to use real objects tightly related to human- games. being’s behaviors or reactions for interacting with game applications. Interactive AR interfaces may augment users’ The remainder of this paper is organized as follows. perception of the real world by adding virtual information to it. Section 2 compares with existing related work. Section 3 In addition, users’ interaction with the system may be introduces my experiment about new TCG game interface augmented, making the computer as seamlessly as possible. We system including a gaming flow. Finally, we conclude with attempted an experiment on camera-based interface for online a note on the current status of my project and future work. TCG game application which emits excellence of AR. This experiment uses real TCG cards which are recognized by II. RELATED WORK texture based AR algorithm. These initiative experiments not only guarantee the consistency between the game-player’s A variety of research efforts have recently explored behaviors and the gaming environment, but also make real and computationally augmented interfaces that emphasize human virtual world seamless. This consistency increases friendliness interaction using marker, markerless or sensor-based and immersion to a game as well as the ability of bodily interface. sensation for a game. This new interface takes the results of A. Sensor-based interface human-being's behaviors as input event, and will open the new field of digital interfaces for forthcoming ubiquitous Affective Computing Group at MIT is making an effort computing. for sensing/recognizing/understanding/synthesizing the human behavior patterns. This group discussed the use of Keywords; TCG game interface, camera-based, markerless, biometric sensors with wearable computers. Such sensors immersion to game. Augmeted Reality allow for new interactions between the wearable and the wearer, which they based upon affect detection, prediction, I. INTRODUCTION1 and synthesis [3]. Basically AR systems support the coexistence of real B. Camera-based marker interface elements and computer generated synthetic ones in the same Differently to the Affective Computing Group’s sensor- environment [1]. Nowadays, this kind of user interface has based approach, other some approaches use camera-based obtained more attention due to the fact that it allows users technology. MagicMouse allows the user to operate within performing tasks in a more intuitive, efficient and effective both 2D and 3D environments by simply moving and way. Interactive AR interfaces may augment users’ rotating their fist. Position and rotation around the X, Y and perception of the real world by adding virtual information to Z-axes are supported, allowing full six degree of freedom it. In addition, users’ interaction with the system may be input. This is achieved by having the user wear a glove, to augmented, making the computer as seamlessly as possible, which is attached a square marker. Translation and rotation by exploring the use of real objects for interaction with the of the hand is tracked by a camera attached to the computer, application. Therefore, they may augment actions that users using the ARToolKit software library [4]. Rohs uses visual are capable to perform in the real world, both in quantity of codes for several interaction tasks with camera-equipped cell tasks performed and their quality [2]. phones [5]. His IPARLA Project designed a new 3-DOF Especially game system needs the use of real objects for interface adapted to the characteristics of handheld interaction with its application to reflect on user’s natural computers. This interface tracks the movement of a target that the user holds behind the screen by analyzing the video behavior aspect as well as to make user immerse into the stream of the handheld computer camera. The position of the game. As one of experimental approach to break a barrio target is directly inferred from the color codes that are 1 printed on it using an efficient algorithm [6]. There was a This research is supported by Ministry of Knowledge Economy and trial to apply markers as a offline game tool into online dice Electronics and Telecommunications Research Institute(ETRI) in the Technology Innovation Program 2009 game application [7].
  • 2. C. Marker-less interface Markerless AR systems use natural features instead of fiducial markers in order to perform tracking. Therefore, there are no ambient intrusive markers that are not really part of the world. Furthermore, markerless AR counts on specialized and robust trackers. Another advantage is the possibility of extracting from the surroundings characteristic information that may later be used by the AR system for other purposes. In the past, edge and optical flow based methods for model based tracking were combined, since they are complementary with respect to the usage of spatial and temporal information [8]. More recently, [9] used both edges and optical flow without the need of a known motion model, which is the case of most AR applications. Texture based feature extraction and optical flow tracking were also joined together in a multithreaded manner in [10]. Another approach to speed up the tracking is to use only a subset of the template pixels for pose calculation, which can be selected previously in an offline phase. [11] proposed the Selective Pixel Integration, where the pixels to be used are randomly selected from the ones that contain more texture information. [12] selected the most adequate pixels to the linear approximation performed in [13]. [14] do the same for the IC and ESM methods. Nevertheless above outstanding research works, no one of these approaches has applied real objects which are used as a gaming tool in the real field. We think our experiment is the first trial to apply real objects into online game applications. III. NEW TCG GAME INTERFACE A. Online TCG Figure 1. Recognizing any pose and tilted In addition to actual physical card games, trading card games have also been developed that are played over the The recognition system has been implemented under Internet and LAN lines. Instead of receiving physical cards, a OpenCV2.0 and tested using Point Gray’s Flea2 IEEE 1394b player establishes a virtual collection that exists only as a set compatible camera. of data stored on a server. Such cards can be purchased or traded within this environment. Titles include online versions of games that originated as physical TCGs, as well as games that exist solely online. The first online CCGs were Sanctum and Chron X. For applying real TCG card into online TCG game, we used two real TCG dinosaur cards as experimental purpose, one is Albertosaurus and the other is Spectal Majungasaurus. B. Card Recognition System The recognition system based on keypoint extraction algorithm [15] can recognize any pose of planar image and can be calibrated to recognize the tilted image within 20 degree above and below both, so the user does not have any difficulties or does not need to train it to make the card be Figure 2. Before recognizeing the card recognized by a camera. The system can be scaled by the distance of images from a camera. Figure 1 shows you how Figure 2 and Figure 3 and 4 shows before and after much recognize planar and declined image in any pose. recognizing the specific cards respectively. As shown in Figure 5 and 6, after detecting the card the annotating
  • 3. information (name, value of rock-paper-scissors. figure of power, et cetera) of the card is displayed on the top-left corner of a screen. Figure 3. After recognizeing the card Figure 5. New TCG System Flow IV. CONCLUSION AND FUTURE WORK To work with missing intelligence and aesthetics, interfaces must understand our metaphors, solicit information on its own, acquire experiences, talk to a wide variety of people, improve over time, and be intelligent in context. As part of this exploration, we attempted an experiment on camera-based and marker-less interface for online TCG game application. We carried out an experiment on seamless gaming between TCG virtual game space and our real behavioral space as applying real card interface into Figure 4. After recognizeing the second card online TCG games. This new game interface guarantees the consistency between the game-player’s behaviors and the C. New TCG System Flow gaming environment. This consistency increases friendliness and immersion to a game as well as the ability of bodily We use the whole structures of origin TCG games as is. sensation for a game. This new interface takes the results of In other words this means that we may apply The Card human-being's behaviors as input event, and will open the Recognition System to origin TCG game application new field of digital interfaces for forthcoming ubiquitous independently as like plug-in. The system communicates to computing. TCG client program through RPC message passing mechanism. In addition to origin system we just attached a We are still working on following areas. Map Table to catch Card ID from detected the image. So, as • Motion or gesture interface as networked new game soon as the Recognition System detects an image the system interface send Image ID to TCG Client. TCG Client gets Card ID • Social games thru n-screen using the Image ID and sends it to TCG Server. The overall system flow is depicted in Figure 5. • Interaction mechanism to make real and virtual world seamless
  • 4. REFERENCES Traffic Image Sequences, International Journal of Computer Vision, vol. 35, n. 3, p. 295-319, 1999 [1] Haller, M., Billinghurst, M., Bruce, T. Emerging Technologies of Augmented Reality: Interfaces and Design, Idea Group Publishing, [9] Pressigout, M., Marchand, E. and Mémin, E. Hybrid Tracking 2007. Approach Using Optical Flow and Pose Estimation, Proc. IEEE International Conference on Image Processing, p. 2720-2723, 2008 [2] Trevisan, D., Vanderdonckt, J. and Macq, B. Analyzing Interaction in Augmented Reality Systems, Proc. ACM Multimedia - International [10] Lee, T. and Höllerer, T. Hybrid Feature Tracking and User Interaction Workshop on Immersive Telepresence, p. 56-59, 2002 for Markerless Augmented Reality, Proc. IEEE Virtual Reality, p. 145-152, 2008 [3] R.W. Picard and J. Healey, Affective Wearables, Proceedings of the First International Symposium on Wearable Computers, IEEE, [11] Dellaert, F. and Collins, R. Fast Image-Based Tracking by Selective October 13–14, 1997, 90–97. Pixel Integration, Proc. ICCV Workshop of Frame-Rate Vision, 22 p, 1999. [4] E. Woods, P. Mason, M. Billinghurst.MagicMouse: an Inexpensive 6- [12] Matas, J., Zimmermann, K., Svoboda, T. and Hilton, A. Learning Degree-of-Freedom Mouse. Proceedings of Graphite 2003, Feb 11th- 13th, 2003, Melbourne. Efficient Linear Predictors for Motion Estimation, Proc. Indian Conference on Computer Vision, Graphics and Image Processing, p. [5] ROHS, M. Real-world interaction with camera-phones. In 2nd 445-456, 2006. International Symposium on Ubiquitous Computing Systems (UCS 2004), 2004. [13] Jurie, F. and Dhome, M. A Simple and Efficient Template Matching Algorithm, Proc. IEEE International Conference on Computer Vision, [6] M. Hachet, J. Pouderoux, and P. Guitton. A camerabased interface for p. 544-549, 2001. interaction with mobile handheld computers, Proceedings of ACM symposium on 3D interactive graphics and games (I3D’O5). 2005. [14] Benhimane, S., Ladikos, A., Lepetit, V., Navab, N. Linear and Quadratic Subsets for Template-Based Tracking, Proc. IEEE [7] Jong-Hyoun Kim, The Initiative Experiments about New Interface for Conference on Computer Vision and Pattern Recognition, 6 p, 2007. a Networked Game, Proceedings of IDC’09, August 26-28, 2009, ISBN 978-0-7695-3769-6 [15] Lowe, D. Distinctive Image Features from Scale-Invariant Keypoints, International Journal of Computer Vision, vol. 60, no. 2, p. 91-110, [8] Haag, M. and Nagel, H.-M. Combination of Edge Element and 2004. Optical Flow Estimates for 3-D Model-Based Vehicle Tracking in