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Published byAllan Carr Modified over 9 years ago
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Ghostwire Creating Augmented Reality Experiences on Nintendo DSi Tom Söderlund A Different Game
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Introduction
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Topic de jour Creating Augmented Reality Experiences on Nintendo DSi
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Augmented Reality Combination of real-world and computer-generated data
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Augmented Reality: Usage
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IPerG: “Epidemic Menace” (2004)
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Augmented Reality 2.0
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Ghostwire Symbian (2006)
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Ghostwire DSi
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Why Nintendo DSi?
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Technical Restraints No Markers Mobile Limited Hardware
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How It Works
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Frame 1Frame 2 How It Works
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Key Design Challenges Suspension of Disbelief Robustness Longevity
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Suspension of Disbelief Challenge #1 Suspension of Disbelief: How to Create a Believable Ghost?
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Suspension of Disbelief: OK Concept Art
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Suspension of Disbelief: Fail
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Suspension of Disbelief: Solution Player Instructions Suitable Content for Augmented Reality The Properties of Ghosts
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Robustness Challenge #2 Robustness: How to avoid motion-tracking errors?
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Robustness: OK Concept Art
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Robustness: Fail Concept Art
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Limiting the Degrees of Freedom Player 360° Ghost
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Longevity Challenge #3 Longevity: How to make the fun last?
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Extending the AR Gameplay Core AR Gameplay
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Expanding Gameplay Beyond AR Tools CollectionAdventure Mini-Games Puzzles Augmented Reality
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Conclusions Suspension of Disbelief: Use Suitable Content Robustness: Degrees of Freedom Longevity: Extend and Expand
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Ghostwire DSi: Sneak Preview
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Hej Då! www.ghostwiregame.com @ghostwiregame tom@adifferentgame.com
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