Going through digital versus physical augmented gaming (original) (raw)
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Multi-User Networked Interactive Augmented Reality Card Game (PDF)
computer.org
Many efforts to improve interaction in virtual and aug- mented reality applications do so by including tactile ele- ments to create a link between virtual objects and actions. It is also important to add collaboration, expanding single user interaction to networked user to user interaction. In this paper, we describe a networked virtual card game for multiple users based on a collaborative virtual environ- ment. This game is a networked augmented reality game that uses an inexpensive tangible card ipping device allow- ing the system to be used in homes,museums, schools. The game is easy to set up and capable of hosting several re- mote users in a distributed system. We constructed two card ipping devices so we can show complete experimental re- sults with two computers and their corresponding hardware interfaces.
TARogic: Tangible augmented reality game
International Journal of Engineering & Technology
Augmented Reality (AR) has been around for the past decade. It has been applied in many fields and one of the common fields is in education. In this paper, we have make use of Tangible Augmented Reality technology in creating an interactive game called TARogic that teaches students on the basic of programming logics. Tangible Augmented Reality is a combination of Augmented Reality (AR) technology and Tangible User Interface (TUI), which uses real environment objects to interact with the Augmented Reality (AR) environment. In this project, we have created a hardware console that uses USB drive as a tangible element to interact with the game. The USB drive is plug on to the console (Arduino module) to transfer the information of the game input to a smartphone via Bluetooth. The output is displayed on the smartphone in the form of Augmented Reality (AR) game objects and environment. By qualitative user evaluation of two groups of participants, 10 for each groups, 60% of the participant...
C.A.V.E.I.R.A - A Framework for Developing Augmented Reality Card Games
2009
Abstract Card games have been used as entertainment since XIII century, in a variety of different games with their own rules and specific decks. Nowadays some of the most played card games are the Trading Card Games, card games whose players use a set of cards to engage in an imaginary combat. CAVEIRA is a framework for development of Augmented Reality card games, especially Trading Card Games, using only one cheap camera and no special scenario or auxiliary hardware.
Multi-User Networked Interactive Augmented Reality Card Game
… , 2006. CW'06, 2006
Many efforts to improve interaction in virtual and augmented reality applications do so by including tactile elements to create a link between virtual objects and actions. It is also important to add collaboration, expanding single user interaction to networked user to user interaction. In this paper, we describe a networked virtual card game for multiple users based on a collaborative virtual environment. This game is a networked augmented reality game that uses an inexpensive tangible card ipping device allowing the system to be used in homes,museums, schools. The game is easy to set up and capable of hosting several remote users in a distributed system. We constructed two card ipping devices so we can show complete experimental results with two computers and their corresponding hardware interfaces.
Tarboard: Tangible augmented reality system for table-top game environment
2005
ABSTRACT In this paper, we propose TARBoard which is a tangible augmented reality system designed for table-top game environment. The objective of TARBoard system is to let users fashion the board or card game in a more interactive and intuitive way. To achieve this goal, TARBoard adopt two features, augmented reality and tangible user interface. Augmented reality makes the game more realistic and interactive and tangible user interface enables users to interact with virtual objects in the game intuitively.
An Exploration From Virtual to Augmented Reality Gaming
Simulation & Gaming, 2006
Computer games are continuously improving graphics capabilities and game-play but the market demands show that more compelling gaming applications are required. In this paper, the requirements of modern gaming applications are investigated and a classification of the most significant game design issues is presented. To understand the issues related to video and virtual reality gaming, an interactive game engine is designed and as a case study a traditional two-dimensional arcade game, called Breakout, is ported. Collision detection is supported between the graphics components of the application based on Newton laws of physics. To test the effectiveness of our approach, a tangible platform for playing interactive three-dimensional games using video see-through augmented reality techniques is proposed. To evaluate the effectiveness of each application a pilot study was performed and the initial results of this study are presented.
Augmented Board Games: Enhancing board games with electronics
2005
This paper examines Augmented Board Games, the result of using computational power to extend functionality and gameplay in board games. Experimental interaction design has been used as the primary research method, through the use of numerous models and design tools, including social and functional roles, game design patterns, and task analysis. The paper is concluded with descriptions of concepts and prototypes as well as novel game design possibilities within the design space of augmented board games.
Tangible and Graphical Game Interfaces: An Experimental Comparison
The research presented in this chapter focuses on the study of the advantages and disadvantages of tangible interfaces applied to video games as compared to graphical interfaces. Our work starts from the assumption that Tangible Interaction (TI) can improve the game immersion, exploiting natural affordances of physical objects and lessening the cognitive effort needed to manipulate graphical interfaces. To validate this hypothesis, the chapter describes the implementation and evaluation of the Radiant 2 , a tangible interface to a digital game. The Radiant 2 is an augmented game board: the user interacts with a computer screen by placing tangible blocks on the board and manipulating them. To study how specific interactive features of TI may influence the game experience, we conducted a comparative evaluation of the Radiant 2 with its digital version implemented on a tablet (N = 29). The experience of the users has been assessed through the Game Experience Questionnaire (IJsselsteijn, Poels, and De Kort 2008), semi-structured interviews and direct observation. Results suggested that TI provides a higher level of sensory and imaginative immersion, competence, positive affect and experience.