Case Studies on the Development of Games Using Augmented Reality (original) (raw)

Augmented reality for games

2008

In this text, we intend to explore augmented reality as a means to visualise interactive communication projects. With ARToolkit, Virtools and 3ds Max applications, we aim to show how to create a portable interactive platform that resorts to the environment and markers for constructing the game's scenario.

Toolkit for user-created augmented reality games

2006

In this paper we present MAR (Mobile Augmented Reality) Toolkit as an easy-to-use augmented reality toolset for building multi-user mobile phone games. It is built on top of MUPE -Nokia-developed open source mobile platform based on Javawhich considers the special qualities of mobile technology. MAR Toolkit contains four components, map interface (MAP), physical object tagger (POT), public display (PUD) and silent communicator (SIC).

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.

A Survey of ARToolkitBased Augmented Reality Applications - EICA192

Augumented Reality is a budding area in virtual reality research , which tends to present a combination of real and virtual image to the user. This paper briefs a short survey on Augmented Reality applications that uses ARToolkit . Augmented Reality is one of the research hotspots of many renowned foreign universities and research institutions in recent years. AR technology has a wide range of applications like Advertisement, Navigation, Medical, Military, Architecture and Games. Libraries are needed for developing Augmented Reality applications. ARToolKit is one among the poineer software libraries for building Augmented Reality (AR) applications. One of the key difficulties in developing Augmented Reality applications is the problem of tracking the user's viewpoint. ARToolKit is resilient to the above described problem by the use of computer vision algorithms. The ARToolKit video tracking libraries calculate the real camera position and orientation relative to physical markers in real time. This enables an easy development of wide range of Augmented Reality applications.

An Interactive Information System That Supports an Augmented Reality Game in the Context of Game-Based Learning

Multimodal Technologies and Interaction, 2021

Mobile augmented reality applications are gaining prominence in education, but there is a need to design appropriate and enjoyable games to be used in educational contexts such as classrooms. This paper presents an interactive information system designed to support the implementation of an augmented reality application in the context of game-based learning. PlanetarySystemGO includes a location-based mobile augmented reality game designed to promote learning about the celestial bodies and planetary systems of the Universe, and a web application that interacts with the mobile device application. Besides face-to-face classes, this resource can also be used in online classes, which is very useful in social isolation situations as the ones caused by the COVID-19 pandemic. Furthermore, it is the inclusion of the web application, with a back-office, in the information system that makes it possible to include curricula contents according to the grade level of students. Moreover, it is inte...

A Case Study of Augmented Reality Serious Games

2010

The study introduced in this paper examines some of the issues involved in the design and implementation of serious games that make use of tangible AR environments. Our motivation is to understand how augmented reality serious games (ARSG) can be applied to some very difficult problems in the real gaming world. Emphasis is given on the interface and the interactions between the players and the serious games themselves. In particular, two case studies are presented, ARPuzzle and ARBreakout. Results from both case studies indicate that AR gaming has the potential of revolutionizing the way that current games are played and used as well as that it can help educate players while playing.

Implementation of Augmented Reality in Multiplayer Games

Proceedings of the Sriwijaya International Conference on Information Technology and Its Applications (SICONIAN 2019), 2020

This research develops augmented reality games by applying multiplayer features. Some previous research on augmented reality games has suggestions for features similar to multiplayer. And the weaknesses of some previous studies also exist in augmented reality which still requires technology-based tracking markers. The markers used must match the Markers available in the database game. For this reason, an augmented reality game needs to be made by adding multiplayer features and also applying marker less technology. This study succeeded in making a Multiplayer Action Game by utilizing Augmented Reality technology without using the luther-sutopo method. Based on the tests that have been carried out, alpha test results that contain functional tests are obtained and the results of beta testing with a questionnaire obtained 90,6% value which is declared "Good" then this game is feasible to use and support.

Using Augmented Reality to Enhance Aetherpet, a Prototype of a Social Game

Procedia Computer Science, 2015

The objective of this research is to create a social game that can be shared not only by digital means but also by non-digital means while at the same time providing updated information. The same utilizes augmented reality (AR) technology and a cloud marker recognition system and allows creations of unique marker for each player without the need to do an update every time. Aetherpet is a virtual pet game designed to become a prototype in implementing augmented reality technology in mobile gaming. This application is developed for the Android platform and Vuforia library. The marker image generated from the application is converted into features; that can be detected on a grayscale marker image. The prototype result shows that augmented reality is possible to be implemented. There are only small restrictions on the implementation such as incompatibility of some features and requirement for a reliable server to handle the game information processing.

Development of an Educational Augmented Reality Application

2019

The aim of this paper is to explain the application of augmented reality technology in various domains, particularly in development of educational applications. Firstly, the principles of the augmented reality are explained and the manner of its usages in a broad spectrum of fields, such as medicine, education, entertainment, game, sport, architecture and tourism. We have compared most commonly used technologies and tools for development of augmented reality applications. Unity is a part of the advanced computer graphics technologies that improve contemporary computerized life with ordinarily used games and various mobile applications. Unity is employing to develop 2D and 3D applications and to deploy them on different platforms. We have created an educational discovery-based augmented reality application by using Unity.

Guidelines for designing augmented reality games

Proceedings of the 2008 Conference on Future Play Research, Play, Share - Future Play '08, 2008

The growing popularity of augmented reality (AR) games in both a research and more recently commercial context has led for a need to take a closer look at design related issues which impact on player experience. While issues relating to this area have been considered, to date most of the emphasis has been on the technology aspects. Furthermore it is almost always assumed that the augmented reality element in itself will provide a sufficient experience for the player. This has led to a need to evaluate what makes a successful augmented reality game. In this paper we present a set of design guidelines which are drawn from experiences of three mixed reality games. The guidelines provide specific guidance on relationships between real and virtual space, social interaction, use of AR technologies, maintaining consistent themes and implicitly address higher level aspects such as presence within a particular augmented reality place.