Multi-User Networked Interactive Augmented Reality Card Game (original) (raw)

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.

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.

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.

Collaborative Augmented Reality Environment

The face-to-face and remote collaborative learning has been successfully used in the educational area. Nowadays, the technological evolution allows the implementation and the improvement of interpersonal communication in networked computer environments, involving chat, audio and video conferencing, but the remote manipulation of objects remains a problem to be solved. However, the virtual reality and augmented reality make possible the manipulation of virtual objects in a way similar to real situations. This paper discusses those subjects and presents a solution for interactions on remote collaborative environments, using conventional resources for the interpersonal communication as well as augmented reality technology.

Going through digital versus physical augmented gaming

This paper presents three systems that explore the use of tangible user interfaces to enhance gaming experience and physical interaction with digital information. TJass is an augmented reality game that extends regular card playing, without modifying players' habits, with computational supports, in particular with a learning by trial assistant. Elcano is an augmented virtuality system, augmenting digital multimedia information management with physical access and allowing the creation of multimedia albums that can be associated to tagged personal objects. Finally, Phong is a mixed reality game, which uses localization of objects as a solution to augment the players' physical implication in the digital board. The paper presents the three systems and briefly presents the lessons learned from their implementation and user evaluations.

Remote Hands-On Experience: Distributed Collaboration with Augmented Reality

Lecture Notes in Computer Science, 2009

One claim of Technology-Enhanced Learning (TEL) is to support and exploit benefits from distance learning and remote collaboration. On the other hand, several approaches to learning emphasize the importance of handson experience. Unfortunately, these two goals don't go well together with traditional learning techniques. Even though TEL technologies can alleviate this problem, it is not sufficiently solved yet -remote collaboration usually comes at the cost of losing direct hands-on access. The ARiSE project aimed at bringing Augmented Reality (AR) to School Environments, a technology that can potentially bridge the gap between the two goals mentioned. The project has designed, implemented and evaluated a pedagogical reference scenario where students worked hands-on together over large distances. This paper describes the AR learning approach we followed and discusses its implementation and its future potential. It shows a simple and successful distributed AR learning approach and suggests features for improvement.

The Virtual Round Table - a Collaborative Augmented

2000

Existing immersed virtual reality and particularly augmented reality systems are usually based on dedicated and expensive hardware and I/O devices. Nevertheless they often provide limited support for the collaboration between multiple users and can hardly be used for arbitrary location independent application environments. Additionally, navigation and interaction within such virtual environments are not very natural or intuitive, making them difficult to use. This paper will introduce a new collaborative augmented reality environment - the Virtual Round Table. This environment is designed to support location-independent mixed reality applications, overcoming the limitations for collaboration and interaction of existing approaches. Moreover it extends the physical workplace of the users into the virtual environment, while preserving traditional verbal and non-verbal communication and cooperation mechanisms. Keywords Augmented reality, CSCW, collaborative virtual environments, multi-u...

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...