Pervasive Gaming with Mobile Devices Prepared By: Karnung Liang Project Supervisor: Dr Brett Wilkinson.

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Presentation transcript:

Pervasive Gaming with Mobile Devices Prepared By: Karnung Liang Project Supervisor: Dr Brett Wilkinson

Outline  Background  Research Question  Motivation  Research Objective  Prototype Concept  Technology To Be Used  User Evaluation  Termination Criteria  Schedule  Questions

What is Pervasive Gaming?  Takes gaming away from computer screens and incorporates the physical and social aspects of the real world with the virtual world.  Different types of pervasive gaming  Location Based  Context Aware  Augmented Reality  Why Mobile Devices?  Makes use of GPS, Compass and Camera Image Source From: Human Pac-Man Feeding Yoshii Catch Bob

Research Question To evaluate the benefits of using markerless augmented reality to improve location sensing accuracy within a pervasive gaming environment.

 What is markerless augmented reality?  Uses natural features instead of fiducial markers  What do I mean by location sensing accuracy?  GPS  Compass Images Sourced From: “To evaluate the benefits of using markerless augmented reality to improve location sensing accuracy within a pervasive gaming environment.”

Motivation  Current augmented reality pervasive gaming systems only make use of GPS and Compass  Not very accurate [8]  GPS - Up to 100 meters offset  Compass – Up to 40 degrees offset. Due to interfering magnetic fields.  Markerless AR uses previously defined position  Object tracking accurate up to 20mm SA = Selective Availability WAAS = Wide Area Augmentation System Images Sourced From:

Research Objective  To create a game that makes use of these technologies  Minecraft like block game  Create and destroy objects  Test if using markerless AR tracking along with GPS can improve the positioning of virtual objects  Test if objects placed in the virtual world can be found easily in the same spot every time Image sourced from:

Prototype Concept Natural Feature Markers Images Sourced From: Flinders.edu.au & minecraft.com & Microsoft.com GPS Location Overlayed AR LocateScanPlay

Technology To Be Used  Windows Phone 7.5 / 8  Visual Studio 2010 IDE  XNA 4.0  Markerless Augmented Reality Libraries / SDK  T-Immersion (AR SDK)  Open CV (object tracking Library)

User Evaluation  Questionnaire  User Testing  Place an object walk away and come back  User Interface Testing  Test usability of UI on mobile device  Scheduled Testing over certain time  Place an object and come back another day

Termination Criteria  Positive Termination Criteria  Every works as planned  Smooth integration with GPS and AR tracking  Negative Termination Criteria  Markerless AR does not work  Unable to combine the two technologies

Schedule

References: 1. Benford, S., et al. (2003). "Coping with uncertainty in a location-based game." Pervasive Computing, IEEE 2(3): Notes on the Methodology of Pervasive Gaming', in F. Kishino et al. (eds.): ICEC 2005, LNCS 3711 (2005b) 3.Bell, M., et al. (2006). Interweaving mobile games with everyday life. Proceedings of the SIGCHI conference on Human Factors in computing systems. Montreal, Quebec, Canada, ACM: Broll, W., et al. (2006). Meeting technology challenges of pervasive augmented reality games. Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games. Singapore, ACM: Hwang, I., et al. (2012). Toward a mobile platform for pervasive games. Proceedings of the first ACM international workshop on Mobile gaming. Helsinki, Finland, ACM: Jacob, J. T. P. N. and A. F. Coelho (2011). "Issues in the Development of Location-Based Games." International Journal of Computer Games Technology Walther, B. K. (2005). Reflections on the methodology of pervasive gaming. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology. Valencia, Spain, ACM: Walther, B. K. (2005). Reflections on the methodology of pervasive gaming. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology. Valencia, Spain, ACM: Comport, A., et al. "Real-time markerless tracking for augmented reality: the virtual visual servoing framework." IEEE Transactions on Visualization and Computer Graphics 12(4): Questions?