ThesisPDF Available

Fostering Player Collaboration Within a Multimodal Co-Located Game

Authors:

Abstract and Figures

Advancement in computational power, mobile devices, display and sensor technology have led to the appearance of multiple mixed reality applications and devices. Enhancing the real world with digital images and vice versa has become accessible for the wide public. Through the combination of sophisticated projection and tracking systems, public spaces can be converted into huge game arenas, allowing players from different ages and genders to participate. This presents unique opportunities for designing games that explore collaboration, proximity and communication between players. In order to involve the audience and introduce novel interaction possibilities, a co-located game can be extended through a multimodal component. The evolution of virtual reality head-mounted displays to commercial devices allows this component to introduce a new dimension to the game. This thesis explores the design and implementation of a mixed reality game and delves into multiple areas of research and game design. The major focus of the project is the investigation of collaborative game mechanics and audiovisual means for communication transmission. The goal is to discover if real and virtual environments can be successfully combined in order to provide players with an innovative way to interact and cooperate.
Content may be subject to copyright.
A preview of the PDF is not available
... When planning an exhibition on ICH, VR technology is effective as it allows the audience to try tasks that cannot easily be experienced in the real world, and it increases users' immersion by synthesising the body's movement with the system that is displayed on the screen. According to Milgram and Kishino (1994) [41] and Kstov (2015) [40], mixed reality (MR) technologies can be listed along a continuum on the basis of a specific standard. One way to line them up is to compare the degree of virtuality or reality of the environment [41]. ...
... When planning an exhibition on ICH, VR technology is effective as it allows the audience to try tasks that cannot easily be experienced in the real world, and it increases users' immersion by synthesising the body's movement with the system that is displayed on the screen. According to Milgram and Kishino (1994) [41] and Kstov (2015) [40], mixed reality (MR) technologies can be listed along a continuum on the basis of a specific standard. One way to line them up is to compare the degree of virtuality or reality Among various MR technologies, the immersive VR technology with a head-mounted device (HMD) is suitable for digital exhibitions on ICH. ...
... Virtuality continuum(Kostov, 2015) [40]. ...
Article
Full-text available
The importance of preserving intangible cultural heritage (ICH) for sustainable development has been widely acknowledged by the international society. Various forms of cooperation have taken place to prevent deterioration and destruction due to its inherent characteristic of ‘intangibleness’. Public engagement, however, has largely been excluded from the system in spite of its significance in safeguarding ICH by inducing people to be trained as successors. In this respect, this paper discusses and emphasises the necessity of public engagement in safeguarding ICH. To this end, it suggests the use of digital technologies to create museum content to encourage public involvement with and learning about ICH. Focusing on ICH in Korea, digital exhibitions on Jultagi and Daemokjang utilising virtual reality technology are proposed. The ultimate aim of this article is to contribute to the sustainability of world ICH for humanity through digital exhibitions.
... Virtuality continuum[33] ...
Article
Full-text available
Industry 4.0 is a tsunami that will invade the whole world. The real challenge of the future factories requires a high degree of reliability both in machinery and equipment. Thereupon, shifting the rudder towards new trends is an inevitable obligation in this fourth industrial revolution where the maintenance system has radically changed to a new one called predictive maintenance 4.0 (PdM 4.0). This latter is used to avoid predicted problems of machines and increase their lifespan taking into account that if machines have not any predicted problem, they will never be checked. However, in order to get successful prediction of any kind of problems, minimizing energy and resources consumption along with saving costs, this PdM 4.0 needs many new emerging technologies such as the internet of things infrastructure, collection and distribution of data from different smart sensors, analyzing/interpreting a huge amount of data using machine/deep learning…etc. This paper is devoted to present the industry 4.0 and its specific technologies used to ameliorate the existing predictive maintenance strategy. An example is given via a web platform to get a clear idea of how PdM 4.0 is applied in smart factories.
Conference Paper
Full-text available
We examine the requirements for sociability in games andassess their relevance for co-located play in a public spacegame. Particular focus is placed on the design of differentplayer roles and a smooth transition between these roles.Observations from an initial public exhibition of the gameare discussed and ideas for future work are presented.
Conference Paper
Full-text available
We explore how computer games can be designed to maintain some of the social aspects of traditional game play, by moving computational game elements into the physical world. We have constructed a mobile multi- player game, Pirates!, to illustrate how wireless and proximity-sensing technology can be integrated in the design of new game experiences. We describe Pirates! and its implementation, and report insights gained during a demonstration at a scientific conference. Observations of test users indicate that Pirates! can be deployed in a social setting where co-located people play together in order to promote social interaction between players and non-players alike.
Article
Full-text available
Mixed Reality (MR) visual displays, a particular subset of Virtual Reality (VR) related technologies, involve the merging of real and virtual worlds somewhere along the 'virtuality continuum' which connects completely real environments to completely virtual ones. Augmented Reality (AR), probably the best known of these, refers to all cases in which the display of an otherwise real environment is augmented by means of virtual (computer graphic) objects. The converse case on the virtuality continuum is therefore Augmented Virtuality (AV). Six classes of hybrid MR display environments are identified. However quite different groupings are possible and this demonstrates the need for an efficient taxonomy, or classification framework, according to which essential differences can be identified. An approximately three-dimensional taxonomy is proposed comprising the following dimensions: extent of world knowledge, reproduction fidelity, and extent of presence metaphor.
Article
Full-text available
Pervasive Games have become popular in recent years. Their ambitious goal is to bring the computer into the world in order to augment existing games or to even come up with hitherto impossible or unthought-of forms of entertainment. This paper reflects on the various approaches to define what Pervasive Games consist of, how they relate to playing and games, and how different terms and views can be integrated. The paper contributes a unifying and integrating classification of the respective terms that relates different states of reality to the relevant dimensions and game elements.
Article
Full-text available
This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the real-world environment as essential elements of the game play, whilst also maintaining the exciting fantasy features of traditional computer entertainment. Our system called ‘Touch-Space’ is an embodied (ubiquitous, tangible, and social) computing based Mixed Reality (MR) game space which regains the physical and social aspects of traditional game play. In this novel game space, the real-world environment is an essential and intrinsic game element, and the human’s physical context influences the game play. It also provides the full spectrum of game interaction experience ranging from the real physical environment (human to human and human to physical world interaction), to augmented reality, to the virtual environment. It allows tangible interactions between players and virtual objects, and collaborations between players in different levels of reality. Thus, the system re-invigorates computer entertainment systems with social human-to-human and human-to-physical touch interactions.
Conference Paper
Full-text available
Based on ten years' experience developing interactive camera/projector systems for public science and culture exhibits, we define a distinct form of augmented reality focused on social interaction: social immersive media. Our work abandons GUI metaphors and builds on the language of cinema, casting users as actors within simulated narrative models. We articulate philosophical goals, design principles, and interaction techniques that create strong emotional responses and social engagement through visceral interaction. We describe approaches to clearly communicate cultural and scientific ideas through the medium. And we demonstrate how practitioners can design interactions that promote specific social behaviors in users.
Conference Paper
Full-text available
ABSTRACT Mobile location-aware applications have ,become ,quite popular across a range,of new,areas such as pervasive,games,and mobile edutainment applications. However it is only recently, that approaches,have ,been ,presented ,which ,combine ,gaming ,and education with mobile Augmented,Reality systems. However,they typically lack a close crossmedia integration of the surroundings, and,often annotate ,or extend ,the ,environment ,rather than modifying,and altering it. Inthis paper we present,a mobile,outdoor mixed,reality game,for exploring the history of a ,city in the ,spatial and the temporal dimension. We introduce the design and concept of the game,and present a universal ,mechanism ,to define ,and setup multi-modal user interfaces for the game ,challenges. Finally we discuss ,the results of the user tests. Categories and Subject Descriptors
Conference Paper
Full-text available
Game developers have begun applying formal human-computer interaction (HCI) principles in design. Desurvire et al (2) adapted a set of Heuristics for productivity software to games. The resulting set, presented at CHI 2004, was Heuristics to Evaluate Playability (HEP). Generalization of these heuristics is required to make them applicable to a multiple of game genres and game deliveries. This follow-up study focused on the refined list, Heuristics of Playability (PLAY), that can be applied earlier in game development as well as aiding developers between formal usability/playability research during the development cycle. Heuristics were formed based on their efficacious scores on the popular game review website, metacritic.com. Fifty- four gamers rated High and Low ranked games on 116 potential heuristics. Implications for how these Heuristics will help developers improve game quality are discussed. PLAY has been found useful in design evaluation and elf- report survey format.
Conference Paper
Full-text available
This paper introduces a novel interactive floor platform for social games and entertainment involving multiple co-located users in a collaborative game environment. The interactive floor used as the prototype platform, is a 12 m2 glass surface with bottom projection and camera based tracking of limb (e.g. foot, hand, and knee) contact points. The iGameFloor platform supports tracking of limb points for more than 10 users at the same time. This paper describes the technological platform and the interaction techniques used for social gaming and entertainment. Three iGameFloor applications are discussed with the purpose of displaying the potential of the physical computer game platform. Experiences and perspectives for further development of the iGameFloor platform are discussed.
Conference Paper
Full-text available
Trans-reality games are games that take advantage of pervasive, mobile, ubiquitous, location-based and mixed reality technical infrastructures to create game spaces that can include physical reality together with one or more virtual realities. Creating these games requires basic design decisions about the relationships between the large scale game spaces involved. In particular, the different game spaces can be related by general 3D coordinate system transforms, together with decisions regarding isomorphism at different levels of spatial scale. The result is a large space of possibilities for trans-reality game space design supporting very different forms of game mechanics. both physical and virtual elements. The MMRO approach to the structure of the game space raises a number of general options for game space design where player actions within different game subspaces have a simultaneous influence upon other game subspaces. These issues can be referred to as questions of trans- spatial game space design. Games having multiple perceptual game spaces of which one is the physical world and the others are computer synthesized, or virtual, worlds can be referred to as 'trans-reality' games. This paper defines trans-reality games in relation to other forms of pervasive games. The options for large scale game space design within trans-reality games are then described in detail. The question of game object position and motion within game subspaces is briefly considered. Finally, the impact of trans-spatial game space design upon game play is discussed.