8,926 research outputs found

    Aeternum: a trading card game with augmented reality

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    This Bachelor’s Thesis explores the fusion of traditional Trading Card Games with Augmented Reality technology, primarily focusing on the Aeternum TCG. The project’s aim is to improve the learning experience of new players by using a companion AR app. The project draws inspiration from renowned TCGs like Magic: The Gathering, Force of Will or Yu-Gi-Oh! To gain insights into game mechanics, card design and accessibility and design a deck that is simple to use but has depth. The deck and the app that have been developed have been refined in play testing sessions to create a fun and complex game that can be easily understood by all kinds of players. This project is a glimpse into the potential of merging traditional tabletop games with new technologies to improve the experience of the users

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    ArUco mÀrgiste tuvastusel pÔhinev liitreaalsuskaardimÀng

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    ArUco is a fiducial marker detection library that uses a square marker system for identifying different patterns with unique values. This thesis explores the possibility to use those markers as an AR element in video games so, that any physical marker may represent any virtual object that is assigned to it in the software. Such system could be used for purposes, where the cost or volume of game specific cards is too high. First and second part of the thesis give a brief overview of AR/VR-, mobile- and overall video gaming industry. Third part looks into fiducial marker detection and more specifically ArUco technology. Fourth part describes the development process of a mobile application and fifth part presents the results of the carried out user testing

    Reality Wizards- An AR Card Game

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    Reality Wizards is an augmented reality card game for mobile phones designed for two to four players, in which players defeat monsters by creating spells through the combination of four different elements. By using Google’s ARCore software for Android, we created a new experience that blends traditional card games with digital technologies

    Reality Wizards

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    Reality Wizards is an augmented reality card game for mobile phones designed for two to four players, in which players defeat monsters by creating spells through the combination of four different elements. By using Google’s ARCore software for Android, we created a new experience that blends traditional card games with digital technologies

    Aspects of User Experience in Augmented Reality

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    Emerging Technology Adoption and Use : Consolidated Assignments from Spring 2020

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    Digitalization changes the world. Information systems, software applications and other technologies are in a central role in this change. They enable new work practices and processes, new business models and opportunities, initiate changes in how technologies are used, perceived and interpreted, and ultimately force individuals, organizations, and even societies at large to respond to those changes. Individuals, organizations, and societies have to somehow transform and adjust their old ways of doing things. Yet, not only technologies drive digital transformation. Increasing amounts of data that is produced by numerous sensors, applications, and systems account for the transformation as well. Such data is gathered and collected, merged together, and analyzed by different methods and tools; by using artificial intelligence, data analytics, or data science. The sense-making of such versatile data is of importance because not only can it be used to improve decision-making at workplaces but also, it can be utilized for the benefit of individuals and societies, in organizational and non-work settings. These views, transformation and smartness, pose several questions for information system (IS) research. In general, we might ask what actually is the smartness of individuals, organizations, or a society. We can even ask whether stakeholders possess the required abilities, skills and competences to enable and support the change. These, and other related questions arise due to fast evolving landscape of information technology, and information and technology. The nuanced understanding of Smart Transformation in IS has become even more critical due to governmental and organizational programs that foster smartness. This report summarizes research reports of students attending “Emerging Technology Adoption and Use” course in Tampere University. During the course, we focused on three emerging technologies. Extended Reality Blockchain Artificial Intelligence Each group collaborated on finding a common topic of interest. They focused on the adoption and/or use of a particular emerging technology in a setting of their own choosing. As you are about to see, the findings of each group emphasize different perspectives. These range from the negative effects of technology use to the opportunities and delights of information systems
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