Conference PaperPDF Available

Augmented Invaders: A Mixed Reality Multiplayer Outdoor Game

Authors:

Abstract and Figures

Many virtual and mixed reality games focus on single player experiences. In this paper, we describe the concept and prototype implementation of a mixed reality multiplayer game that can be played with a smartphone and an HMD in outdoor environments. Players can team up to fight against attacking alien drones. The relative positions between the players are tracked using GPS, and the rear camera of the smartphone is used to augment the environment and teammates with virtual objects. The combination of multiplayer, mixed reality, the use of geographical location and outdoor action together with affordable, mobile equipment enables a novel strategic and social game experience.
Content may be subject to copyright.
Augmented Invaders: A Mixed Reality Multiplayer
Outdoor Game
Michael Bonfert
University of Bremen
Bremen, Germany
bonfert@uni-bremen.de
Inga Lehne
University of Bremen
Bremen, Germany
ilehne@uni-bremen.de
Ralf Morawe
University of Bremen
Bremen, Germany
r.morawe@uni-bremen.de
Melina Cahnbley
University of Bremen
Bremen, Germany
mac6@informatik.uni-bremen.de
Gabriel Zachmann
University of Bremen
Bremen, Germany
zachmann@uni-bremen.de
Johannes Schöning
University of Bremen
Bremen, Germany
schoening@uni-bremen.de
ABSTRACT
Many virtual and mixed reality games focus on single player ex-
periences. In this paper, we describe the concept and prototype
implementation of a mixed reality multiplayer game that can be
played with a smartphone and an HMD in outdoor environments.
Players can team up to ght against attacking alien drones. The
relative positions between the players are tracked using GPS, and
the rear camera of the smartphone is used to augment the envi-
ronment and teammates with virtual objects. The combination of
multiplayer, mixed reality, the use of geographical location and
outdoor action together with aordable, mobile equipment enables
a novel strategic and social game experience.
CCS CONCEPTS
Applied computing Computer games;
KEYWORDS
Augmented Reality, AR, Mixed Reality, Games, GPS, Multiplayer
ACM Reference format:
Michael Bonfert, Inga Lehne, Ralf Morawe, Melina Cahnbley, Gabriel Zach-
mann, and Johannes Schöning. 2017. Augmented Invaders: A Mixed Reality
Multiplayer Outdoor Game. In Proceedings of VRST ’17, Gothenburg, Sweden,
November 8–10, 2017, 2 pages.
https://doi.org/10.1145/3139131.3141208
1 INTRODUCTION & RELATED WORK
Last year, the hype around Pokémon Go [Niantic Inc. 2016] pushed
the popularity of augmented reality (AR) and mixed reality (MR)
games. People searched the streets for rare Pokémon often in small
groups [Colley et al
.
2017] although players cannot cooperate within
the game. The game uses GPS to determine the location of the play-
ers and map it onto the virtual world. However, the appearance
of virtual objects in MR is only approximate and not at the same
physical location for every player. There are some mixed or virtual
Permission to make digital or hard copies of part or all of this work for personal or
classroom use is granted without fee provided that copies are not made or distributed
for prot or commercial advantage and that copies bear this notice and the full citation
on the rst page. Copyrights for third-party components of this work must be honored.
For all other uses, contact the owner/author(s).
VRST ’17, November 8–10, 2017, Gothenburg, Sweden
©2017 Copyright held by the owner/author(s).
ACM ISBN 978-1-4503-5548-3/17/11.
https://doi.org/10.1145/3139131.3141208
Figure 1: Illustration of the game setting with three players
shooting virtual drones in a park.
reality (VR) games that oer a multiplayer experience. Most of these
games require specic and expensive hardware (e.g. Oculus Rift or
HTC Vive). One approach is to equip only one player with a head-
mounted display (HMD) while others act in supporting roles by
giving the player in the virtual world instructions or by interacting
with the conventional controllers of the game console (e.g. The Play-
room VR [Japan Studio 2013]). Another approach is that all players
need the same VR hardware and play in dierent rooms, for exam-
ple in Star Trek: Bridge Crew [Red Storm Entertainment 2017]. The
established platforms are incompatible with each other, which leads
to a fragmentation of target audiences. This makes it less attractive
for large game studios who wish to develop across platforms, as well
as for users who can only play with those using the same platform.
Moreover, these devices have a high demand of system resources,
which constrains their usage to stationary indoor computer setups.
In contrast to this, our prototype runs on Android and can be built
for iOS, together serving 99.7% of the smartphone market [IDC
2017]. One example that features no multiplayer mode, but is an
outdoor AR game, is Sky Invaders 3D by [Avery et al
.
2006]. In this
game, the player res at virtual space shuttles. Despite the intrusive
hardware ten years ago, the study results show that people found
VRST ’17, November 8–10, 2017, Gothenburg, Sweden Bonfert, Cahnbley, Lehne, Morawe, Schöning and Zachmann
the augmented version of the game more joyful and intuitive than
the same game on a stationary computer. Father.IO [Proxy42 Inc.
2017], on the other hand, is a multiplayer MR game where the player
can re at opponents, who are visible through the smartphone’s
camera. Despite the capabilities of smartphones, an additional piece
of hardware including several sensors is needed to play the game.
While the described games either feature no direct interaction, do
not use the player’s exact location, equip only one player with an
HMD, only run on certain platforms without interoperability, are
stationary, or require additional hardware, this paper presents a
game prototype that improves on these shortcomings. We aimed to
conceive an inclusive outdoor MR game for multiple players that
gives an immersive rst-person experience to everyone.
2 GAME CONCEPT AND INTERACTION
Augmented Invaders attempts to make MR games more accessible
to the general public by using cheap and mobile VR headsets for
smartphones and by enabling groups of players to indulge in short,
spontaneous multiplayer sessions with low access barrier. The game
is played outdoors due to the need of location services via GPS
and a large play area like a park to move freely (min. 20m x 20m
recommended). This experimental game prototype is an homage to
the arcade classic Space Invaders [Nishikado 1978].
Figure 2: Illustrations of the main menu and shooting a
drone from the player’s perspective.
The players can see their physical environment through the
rear camera and are surrounded by virtual alien drones that are
invading the world (see Figure 1). They ght the intruders as a team
by shooting them with lasers coming from their eyes (see Figure 2).
To shoot, the players pull the magnetic trigger of the HMD. This
main interaction principle is introduced to the players already in
the menu while setting up a game session (see Figure 2). The drones
are displayed in the exact same position of the real world for all
players. There is no avatar representing a player since the team
members are already visible through the camera. Only the laser
beams originating from their eyes are augmented. Finally, after the
timer is elapsed, an overlay with the score of the team indicates the
end of the session.
2.1 Implementation
The game was implemented with the Unity3D game engine [Unity
Technologies 2017]. We used the built-in networking service UNet
to communicate between all players. To create the MR scene, we
used the Vuforia toolkit [PTC Inc. 2017], which handles commu-
nication with the mobile device’s camera and the rendering into
stereoscopic images. The positions of the players are obtained us-
ing GPS and converted from the spherical earth coordinate system
into the cartesian Unity world coordinate system with the help
of an open-source script provided by [Taylor 2013]. At the start
of the game, the player who created the game session determines
the origin of the virtual world space according to the initial GPS
location. This calibration is then synchronized to all other players.
Thereby, the position of drones and lasers in virtual space corre-
sponds directly to a physical location on earth and is displayed in
the same spot for every team member. Also, the players’ movements
are constantly synchronized to determine the starting point and
direction vector of lasers shot by team members.
3 CONCLUSION
In this paper, we presented Augmented Invaders, a mixed reality
multiplayer outdoor game. We showed that it is feasible to develop
an MR game that is location-based and features multiplayer aspects
directly in the augmented world, enabling exciting strategic team-
play within the own physical environment for everyone. One of
our current system’s deciencies is the player’s eld of view that is
strongly limited by the phone’s screen. Albeit walking is still possi-
ble, the most part of the ground is cut o the player’s view. Thus,
the player is moving more carefully and slowly than without the
HMD. Secondly, our approach does not account for occlusion of the
drones and lasers by real world objects. For example, a drone that
is far away would not be covered by another player or a tree. This
aects the immersion and distorts the perceived distance. Further-
more, the tracking accuracy is insucient as GPS signals are noisy
and lack precision. The adjustment of the drones’ and lasers’ posi-
tions according to the movement of the player turned out smoother
and calmer than expected, but should be further stabilized with
e.g. gyroscope data or optical ow analysis. After improving and
completing the prototype, the game concepts will enable a variety
of intriguing studies, e.g. on strategic team play and group dynam-
ics, on playing with many players on a large scale, or on social
acceptance of spontaneous, inclusive game sessions.
REFERENCES
Benjamin Avery, Wayne Piekarski, James Warren, and Bruce H. Thomas. 2006. Evalua-
tion of User Satisfaction and Learnability for Outdoor Augmented Reality Gaming.
In Proceedings of the 7th Australasian User Interface Conference - Volume 50 (AUIC
’06), Vol. 50. Australian Computer Society, Inc., Darlinghurst, Australia, Australia,
17–24. http://dl.acm.org/citation.cfm?id=1151758.1151759
Ashley Colley, Jacob Thebault-Spieker, Allen Yilun Lin, Donald Degraen, Benjamin
Fischman, Jonna Häkkilä, Kate Kuehl, Valentina Nisi, Nuno Jardim Nunes, Nina
Wenig, et al
.
2017. The geography of Pokémon GO: benecial and problematic
eects on places and movement. In Proceedings of the 2017 CHI Conference on Human
Factors in Computing Systems. ACM, 1179 – 1192.
IDC. 2017. Smartphone OS Market Share, 2017 Q1. (2017). Retrieved September 20,
2017 from https://www.idc.com/promo/smartphone-market-share/os
Japan Studio. 2013. The Playroom. Game. (nov 2013). Retrieved August 16, 2017 from
https://www.playstation.com/en-gb/games/the-playroom-vr- ps4/
Niantic Inc. 2016. Pokémon Go. Game. (july 2016). Retrieved July 4, 2017 from
http://www.pokemongo.com/
Tishihiro Nishikado. 1978. Space Invaders. Game. (1978). Retrieved August 16, 2017
from http://spaceinvaders.net/
Proxy42 Inc. 2017. Father.IO. Game. (2017). Retrieved August 17, 2017 from https:
//www.indiegogo.com/projects/father-io-massive- multiplayer-laser-tag- app#/
PTC Inc. 2017. Vuforia. (2017). Retrieved July 4, 2017 from https://developer.vuforia.
com/downloads/sdk
Red Storm Entertainment. 2017. Star Trek: Bridge Crew. Game. (may 2017). Retrieved
July 4, 2017 from https://www.ubisoft.com/de-de/game/star-trek- bridge-crew/
Michael Taylor. 2013. UnityGPSConverter. Unity Package. (2013). Retrieved July 4,
2017 from https://github.com/MichaelTaylor3D/UnityGPSConverter
Unity Technologies. 2017. Unity3D. Game Engine. (2017). Retrieved July 4, 2017 from
https://unity3d.com/
... The sensing device estimates a value such as the position of a real object, for example, a game player for an MR application such as a race. Ref. [40] suggested using GPS to track multiplayer game play in outdoor spaces to determine players' relative positions. MR attributes such as motion properties requires the use of different sensors and fusion strategies to find the motion property. ...
... Removing the defect within an important method is a big challenge. For GPS data, noise removal using a gyroscope is a strategy for defect removal [40]. In cases that need sensor fusion, optimum allocation is necessary. ...
Article
Full-text available
Currently, new technologies have enabled the design of smart applications that are used as decision-making tools in the problems of daily life. The key issue in designing such an application is the increasing level of user interaction. Mixed reality (MR) is an emerging technology that deals with maximum user interaction in the real world compared to other similar technologies. Developing an MR application is complicated, and depends on the different components that have been addressed in previous literature. In addition to the extraction of such components, a comprehensive study that presents a generic framework comprising all components required to develop MR applications needs to be performed. This review studies intensive research to obtain a comprehensive framework for MR applications. The suggested framework comprises five layers: the first layer considers system components; the second and third layers focus on architectural issues for component integration; the fourth layer is the application layer that executes the architecture; and the fifth layer is the user interface layer that enables user interaction. The merits of this study are as follows: this review can act as a proper resource for MR basic concepts, and it introduces MR development steps and analytical models, a simulation toolkit, system types, and architecture types, in addition to practical issues for stakeholders such as considering MR different domains.
... Experiences that do not depend on specific physical locations (Bonfert et al., 2017;Chatzidimitris et al., 2016), such as Pokémon Go (Aluri, 2017), can incorporate site context when the locations themselves adapt to include references to the AR experience (Aluri, 2017) by incorporating the application into travel guides. Such weakly locative applications are driven by activities linked to a map (Kamarainen et al., 2013;McKenzie et al., 2014;Weber, 2016) which are triggered by visiting those coordinates but otherwise do not rely on that specific location directly. ...
Article
Full-text available
Aim/Purpose: Designing augmented reality (AR) experiences for education, health or entertainment involves multidisciplinary teams making design decisions across several areas. The goal of this paper is to present a classification schema that describes the design choices when constructing an AR interactive experience. Background: Existing extended reality schema often focuses on single dimensions of an AR experience, with limited attention to design choices. These schemata, combined with an analysis of a diverse range of AR applications, form the basis for the schema synthesized in this paper. Methodology: An extensive literature review and scoring of existing classifications were completed to enable a definition of seven design dimensions. To validate the design dimensions, the literature was mapped to the seven-design choice to represent opportunities when designing AR iterative experiences. Contribution: The classification scheme of seven dimensions can be applied to communicating design considerations and alternative design scenarios where teams of domain specialists need to collaborate to build AR experiences for a defined purpose. Findings: The dimensions of nature of reality, location (setting), feedback, objects, concepts explored, participant presence and interactive agency, and style describe features common to most AR experiences. Classification within each dimension facilitates ideation for novel experiences and proximity to neighbours recommends feasible implementation strategies. Recommendations for Practitioners: To support professionals, this paper presents a comprehensive classification schema and design rationale for AR. When designing an AR experience, the schema serves as a design template and is intended to ensure comprehensive discussion and decision making across the spectrum of design choices. Recommendations for Researchers: The classification schema presents a standardized and complete framework for the review of literature and AR applications that other researchers will benefit from to more readily identify relevant related work. Impact on Society: The potential of AR has not been fully realized. The classification scheme presented in this paper provides opportunities to deliberately design and evaluate novel forms of AR experience. Future Research: The classification schema can be extended to include explicit support for the design of virtual and extended reality applications.
... AR technologies have been also used to improve the game experience in outdoor scenarios by using wearable [11] and handheld [12] devices. Despite attention to the game design should be paid to avoid undesired problems [13], new devices (such as the Microsoft HoloLens) have been successfully employed to offer AR game experiences in huge size environments [14]. Concerning indoor environments, Nojima et al. [15] proposed an AR system to augment sports with additional computergenerated contents. ...
Chapter
Full-text available
Augmented reality (AR) and virtual reality (VR) technologies are increasingly becoming more pervasive and important in the information technology area. Thanks to the technological improvements, desktop interfaces are being replaced by immersive VR devices that offer a more compelling game experience. AR games have started to draw attention of researchers and companies for their ability to exploit both the real and virtual environments. New fascinating challenges are generated by the possibility of designing hybrid games that allow several users to access shared environments exploiting the features of both AR and VR devices. However, the user experience and usability can be affected by several parameters, such as the field of view (FoV) of the employed devices or the realism of the scene. The work presented in this chapter aims to assess the impact of the FoV on the usability of the interfaces in a first-person shooter game. Two players, interacting with AR (first player) and VR (second player) devices, can fight each other in a large game environment. Although we cannot ascertain that different FoVs have affected the game usability, users considered the narrow FoV interfaces to be less usable, even though they could freely move around the real environment.
Conference Paper
Full-text available
The widespread popularity of Pokémon GO presents the first opportunity to observe the geographic effects of location-based gaming at scale. This paper reports the results of a mixed methods study of the geography of Pokémon GO that includes a five-country field survey of 375 Pokémon GO players and a large scale geostatistical analysis of game elements. Focusing on the key geographic themes of places and movement, we find that the design of Pokémon GO reinforces existing geographically-linked biases (e.g. the game advantages urban areas and neighborhoods with smaller minority populations), that Pokémon GO may have instigated a relatively rare large-scale shift in global human mobility patterns, and that Pokémon GO has geographically-linked safety risks, but not those typically emphasized by the media. Our results point to geographic design implications for future systems in this space such as a means through which the geographic biases present in Pokémon GO may be counteracted.
Conference Paper
We have developed an outdoor augmented reality game, Sky Invaders 3D, which is designed to be played by the game playing public. We conducted a user study to measure how much users enjoyed playing an outdoor AR game, and how intuitive it was. We compared 44 participants on one of two games, an outdoor AR game, or a desktop PC equivalent of the same game. We found the AR game was rated by the participants as significantly more enjoyable by the users and more intuitive to use.
Smartphone OS Market Share
IDC. 2017. Smartphone OS Market Share, 2017 Q1. (2017). Retrieved September 20, 2017 from https://www.idc.com/promo/smartphone-market-share/os
  • Tishihiro Nishikado
Tishihiro Nishikado. 1978. Space Invaders. Game. (1978). Retrieved August 16, 2017 from http://spaceinvaders.net/
Retrieved August 17, 2017 from https: //www.indiegogo.com/projects/father-io-massive-multiplayer-laser-tag-app#
Proxy42 Inc. 2017. Father.IO. Game. (2017). Retrieved August 17, 2017 from https: //www.indiegogo.com/projects/father-io-massive-multiplayer-laser-tag-app#/
Retrieved from https://developer.vuforia. com/downloads/sdk Red Storm Entertainment. 2017. Star Trek: Bridge Crew
PTC Inc. 2017. Vuforia. (2017). Retrieved July 4, 2017 from https://developer.vuforia. com/downloads/sdk Red Storm Entertainment. 2017. Star Trek: Bridge Crew. Game. (may 2017). Retrieved July 4, 2017 from https://www.ubisoft.com/de-de/game/star-trek-bridge-crew/
Star Trek from https
  • Storm Red
  • Entertainment
  • Japan Studio
Japan Studio. 2013. The Playroom. Game. (nov 2013). Retrieved August 16, 2017 from https://www.playstation.com/en-gb/games/the-playroom-vr-ps4/
  • Niantic Inc
Niantic Inc. 2016. Pokémon Go. Game. (july 2016). Retrieved July 4, 2017 from http://www.pokemongo.com/