83 research outputs found

    Collaborative billiARds: Towards the Ultimate Gaming Experience

    Full text link
    Abstract. In this paper, we identify the features that enhance gaming experience in Augmented Reality (AR) environments. These include Tangibl

    Collaborative billiARds: Towards the ultimate gaming experience

    Get PDF
    Abstract. In this paper, we identify the features that enhance gaming experience in Augmented Reality (AR) environments. These include Tangible User Interface, force-feedback, audio-visual cues, collaboration and mobility. We base our findings on lessons learnt from existing AR games. We apply these results to billiARds which is an AR system that, in addition to visual and aural cues, provides force-feedback. billiARds supports interaction through a visionbased tangible AR interface. Two users can easily operate the proposed system while playing Collaborative billiARds game around a table. The users can collaborate through both virtual and real objects. User study confirmed that the resulting system delivers enhanced gaming experience by supporting the five features highlighted in this paper

    A computer vision tangible user interface for mixed reality billiards

    Full text link
    Conventional input devices such as the mouse and keyboard are un-natural and limited for various forms of human-computer interaction. We have created a tangible user interface that mixes the physical world with a virtual reality billiards game. Our system uses com-puter vision techniques to analyze images acquired from a single inexpensive digital video camera in real-time in order to passively sense the full 3D pose of a markerless cue stick. A physically-modeled billiards game updates the virtual cue stick to mimic de-tected poses and shots. Our system affords users with a convenient, noninvasive, inexpensive, and natural interface for entertainment or training without requiring a billiards table installation. Moreover, our system is robust to changes in illumination and occlusion, and is noteworthy for its use of computer vision as the sole means of sensing user input. Index Terms — computer vision, tangible user interface, VR, billiards, game

    Haptics: state of the art survey

    Get PDF
    This paper presents a novel approach to the understanding of Haptic and its related fields where haptics is used extensively like in display systems, communication, different types of haptic devices, and interconnection of haptic displays where virtual environment should feel like equivalent physical systems. There have been escalating research interests on areas relating to haptic modality in recent years, towards multiple fields. However, there seems to be limited studies in determining the various subfields and interfacing and related information on haptic user interfaces and its influence on the fields mentioned. This paper aims to bring forth the theory behind the essence of Haptics and its Subfields like haptic interfaces and its applications

    Virtual Reality Games for Motor Rehabilitation

    Get PDF
    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Haptic rules! augmenting the gaming experience in traditional games: the case of Foosball

    Get PDF
    Haptic sensations are a crucial aspect of everyday interaction. We touch, lift, move, and probe objects in our everyday activities. However, whilst the importance of haptic feedback has often been emphasized in gaming, haptics has been rarely used to enhance the experience in traditional (non-digital) games. In the last 50 years, technological advancement has allowed an easier access to haptic feedback. Digital games have exploited such access mainly (1) to enhance visual and acoustic feedback, and (2) to reproduce realistic feedbacks in augmented and virtual environments. Here, we re-think haptic feedback by focusing on game augmentation to enrich the gaming experience and gameplay in non-technological games. We describe the design process that led us to define the concept of “haptic rules” as haptic-based enhancement in interference play, where haptic feedback is delivered by users to users within the game as a further mode of interaction. We apply the idea of haptic rules to the game of foosball, evaluating the effect on the gameplay and user experience

    Augmented learning for sports using wearable head-worn and wrist-worn devices

    Get PDF
    Novices can learn sports in a variety of ways ranging from guidance from an instructor to watching video tutorials. In each case, subsequent and repeated self-directed practice sessions are an essential step. However, during such self-directed practice, constant guidance and feedback is absent. As a result, the novices do not know if they are making mistake or if there are any areas for improvement. In this position paper, we propose using wearable devices to augment such self-directed practice sessions by providing augmented guidance and feedback. In particular, a head-worn display can provide real-time guidance whilst wrist-worn devices can provide real-time tracking and monitoring of various states. We envision this approach being applied to various sports, and in particular this is suitable for sports that utilize precise hand motion such as snooker, billiards, golf, archery, cricket, tennis and table tennis.Postprin

    Spatial auditory display for acoustics and music collections

    Get PDF
    PhDThis thesis explores how audio can be better incorporated into how people access information and does so by developing approaches for creating three-dimensional audio environments with low processing demands. This is done by investigating three research questions. Mobile applications have processor and memory requirements that restrict the number of concurrent static or moving sound sources that can be rendered with binaural audio. Is there a more e cient approach that is as perceptually accurate as the traditional method? This thesis concludes that virtual Ambisonics is an ef cient and accurate means to render a binaural auditory display consisting of noise signals placed on the horizontal plane without head tracking. Virtual Ambisonics is then more e cient than convolution of HRTFs if more than two sound sources are concurrently rendered or if movement of the sources or head tracking is implemented. Complex acoustics models require signi cant amounts of memory and processing. If the memory and processor loads for a model are too large for a particular device, that model cannot be interactive in real-time. What steps can be taken to allow a complex room model to be interactive by using less memory and decreasing the computational load? This thesis presents a new reverberation model based on hybrid reverberation which uses a collection of B-format IRs. A new metric for determining the mixing time of a room is developed and interpolation between early re ections is investigated. Though hybrid reverberation typically uses a recursive lter such as a FDN for the late reverberation, an average late reverberation tail is instead synthesised for convolution reverberation. Commercial interfaces for music search and discovery use little aural information even though the information being sought is audio. How can audio be used in interfaces for music search and discovery? This thesis looks at 20 interfaces and determines that several themes emerge from past interfaces. These include using a two or three-dimensional space to explore a music collection, allowing concurrent playback of multiple sources, and tools such as auras to control how much information is presented. A new interface, the amblr, is developed because virtual two-dimensional spaces populated by music have been a common approach, but not yet a perfected one. The amblr is also interpreted as an art installation which was visited by approximately 1000 people over 5 days. The installation maps the virtual space created by the amblr to a physical space
    corecore