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Gameplay and

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Director of Wearable Computer Lab, UniSA. Chief Technical Officer, a_rage pty ltd ... Strangely enough, I didn't want to go out the other side... – PowerPoint PPT presentation

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Title: Gameplay and


1
  • Gameplay and
  • Design Issues
  • in
  • Outdoor Augmented Reality Games

2
  • SPEAKERS
  • Assoc. Prof. Bruce Thomas
  • Director of Wearable Computer Lab, UniSA
  • Chief Technical Officer, a_rage pty ltd
  • Dr. Wayne Piekarski, Assoc Director, WCL
  • Director of Research, a_rage pty ltd
  • Benjamin Avery
  • UniSA Computer and Information Science
  • Honours student, WCL
  • Lead Game Programmer, a_rage pty ltd
  • Joe Velikovsky
  • Creative Director
  • Game Design Lead, a_rage pty ltd

3
  • OVERVIEW 3 AR Game Case Studies
  • ARQuake Assoc Prof Bruce Thomas
  • 3-D Moon Lander
  • the ARAGE Hardware Ben Avery
  • 3-D Sky Invaders Joe Velikovsky

4
Gameplay Design Issues in Outdoor Augmented
Reality Games Case Study ARQuakeAssoc. Prof.
Bruce Thomas, WCL UniSA
5
What do people like dislike about ARQuake?
  • What aspects of the game should be highlighted?
  • What should be avoided?

6
ARQuake in a nutshell
  • Built in 2000, first Outdoor AR GPS game
  • Take a desktop pc First-Person-Shooter game and
    modify it - to be used as an indoor/outdoor AR
    game.
  • Track the users head orientation and position in
    an indoor/outdoor setting.
  • Player, NPCs (Critters, Monsters), Game Objects
    (Health, Guns, Armour, Ammo) are all rendered
    normally.
  • Model physical buildings - and render the game
    walls black, co-located with physical walls.

7
ARQuake in a nutshell
  • Black will appear transparent in HMD to the user,
    but the rendered black graphics will occlude
    monsters, critters and game objects.
  • Virtual walls, corridors, pillars, and doors are
    all still rendered.
  • As the user walks around the physical world
    moving their head, the game will update with this
    orientation and position information.

8
Original/Desktop Quake
9
Augmented Reality
10
Non-AR View
11
AR View
12
Example CrittersQuake vs ARQuake
13
demon
New textures
Old textures
14
enforcer
15
soldier
16
zombie
17
ARQuake In-Game Footage
  • Video 1

18
Field of View (FOV)
  • FOV of the HMD was 24 degrees horizontal
  • Necessitated excessive head-turning by the users.
  • thought to be extremely narrow.
  • FOV of 90 degrees
  • commented that this felt much better.
  • Registration problems.
  • FOV of 120 degrees.
  • weird difference in parallax
  • physical ?? virtual - uncomfortable.

19
Visuals That Worked Well
  • Floating objects worked well
  • they looked like they belonged in the game
    world.
  • Users simply accepted them as part of the game.
  • One effect the users liked was flames
  • the fire in ARQuake looked pretty good and it
    looked genuinely like fire.

20
Walking Around
  • Users were able to walk through the virtual
    walls.
  • Walking through walls, while being an
    interesting idea.. It looked solid, but I wasn't
    worried about walking through it because I knew
    that there was a room on the other side.
    Strangely enough, I didn't want to go out the
    other side.
  • One user noticed at one point, they were
    physically walking up a hill, but the game
    depicted flat ground. They stated it seemed to
    feel, while unexpected, easier to walk up because
    it looked flat.

21
Interaction
  • Users experienced difficulties
  • picking objects up.
  • Objects tantalizingly within arms reach, but
    could not be picked up.
  • This problem became quite frustrating for some of
    the users.
  • Opening and closing doors - not difficult
  • Flying monsters require the correct weapon and
    strategy

22
Conclusion
  • Users overall, enjoyed ARQuake
  • Issues with Field Of View.
  • Small orientation errors - quite noticeable.
  • The standard shape of doors corridors in Quake
    worlds - not well-suited to ARQuake.
  • The world feels better to the user, if it is
    brightly-lit.
  • Use of skybox/sky colour should be avoided.
  • Users did not like the use of shadows.
  • Floating objects work quite well in ARQuake.

23
A Study of Performance of Consumer Level Hardware
forOutdoor Augmented Reality Gaming
  • by Benjamin Avery
  • Supervisor Assoc Prof Bruce Thomas
  • Assoc. Supervisor Dr Wayne Piekarski

24
This Presentation
  • Background
  • AR On-The-Cheap
  • Game Technology
  • Example AR Game 3D Moon Lander
  • Conclusion

25
a-rage
  • Research for a-rage AR game dev company
  • a_rage ITEK provided scholarship for studies

26
Background
  • Augmented Reality is the overlay of
    computer-generated images onto the real world,
    using a Head Mounted Display

27
Other Indoor AR Games
  • Examples of Indoor AR games
  • AquaGauntlet
  • AR2Hockey
  • MIND-WARPING
  • TouchSpace
  • etc

28
Indoor is Easy
  • Trackers can be tethered
  • Very accurate trackers available
  • Controlled environment

Image courtesy polhemus.com
29
Outdoor is Harder
  • Unpredictable environments
  • Lower-accuracy trackers
  • Limited computer power
  • Limited power
  • Mobility and reliability
  • OST vs VST HMDs

30
Outdoor AR Games
  • Only two real examples
  • ARQuake
  • Human Pacman

31
I want one at home?
  • Expensive systems exist
  • Accurate tracking(50cm), high-resolution, compact
  • Cost AU20,000
  • Too expensive for
  • kids to play games on!
  • Need a consumer-
  • level alternative

32
The Question
  • Can AR games be designed and implemented, in such
    a way as to make them playable on low-performance
    level hardware?

33
AR On-The-Cheap
  • Our consumer-level hardware system
  • Possible cost 500

34
What problems does this cause?
  • Cheap GPS is only accurate to 5 meters
  • Trackers drift
  • PAL/NTSC resolution
  • Limited input
  • so
  • in your backyard
  • is not yet possible ?

35
Game Design vs AR Technology!
  • Make the game fit the hardware limitations
  • eg. OST - ghosts in Ghosts of Sweet Auburn
  • GPS snap-to grid system, with hysteresis
  • Picking the correct tracker
  • Avoid registration with the real world

36
3-D Moon Lander
  • Example AR game - demonstrating the concepts
  • Based on 1979 Atari game Lunar Lander - and pc
    clones

37
GPS Snap-To
Video
38
Conclusion
  • Many games can be designed to work on this
    hardware platform
  • Problems do exist, but careful Game Design can
    work around these
  • We have tested the system outdoors and the GPS
    snapping and tracker work well
  • Further play-testing by a_rage will reveal any
    other problems this system may offer, which we
    can then improve on.

39
AR Game Design
  • joe velikovsky Game Design Leadgame designer
    former national games market analyst,
    InformBACS, AFTRS JOETEEVEE.COM10 years in the
    games industry

40
  • HMV PROTOTYPE

41
Design Elements
  • 3-D AR port of Space Invaders
  • 5 m GPS
  • 2 locations 5m apart
  • (Turret Bunker)
  • Immersive game space N,W,E,
  • Flames floating objects
  • UFO FPS! Set in 1950s
  • UI intuitive
  • HMV is pointing device
  • as per ARQuake
  • Content TV set!
  • Directional sound
  • Dev cycle short

42
5m GPS
  • TURRET ?5m? BUNKER

43
In-Game Video
44
  • AR OUTDOORS/INDOORS

45
  • IDG 2003 GAMES INDUSTRY
  • WHITE PAPER

"I hope that peripheral companies start to look
at opportunities for getting the joystick out of
peoples hands and doing something different, -
or getting us away from the TV screen with
something like Head-Mounted Displays. I would
love to see someone take on this challenge of
establishing a real virtual environment with the
power that the new consoles should provide."
Ted Price, CEO, Insomniac Games Spyro,
Ratchet Clank from IDG 2003 Games Industry
White Paper p. 94-95
46
  • DESIGN PHILOSOPHY
  • 1) Port hit games over to AR
  • Space Invaders Old Games, New Platform
  • 2) K.I.S. - Keep It Simple!
  • Games low on Graphics / high on Gameplay
  • 3) Play-Balance/Flow Theory - Challenge
    Reward
  • 4) 10 Mini-games (like EyeToy bundle)
  • 5) Risk management - Shorter Dev Cycle!
  • Later bigger budgets, and longer games

47
  • GAME DESIGN
  • 1) USER-FOCUSED GAMES (Plug Play)
  • 2) SIMPLE ADDICTIVE GAMEPLAY FUN FACTOR
  • 3) HIGH REPLAY VALUE
  • 4) Age 15 - for physical co-ordination
  • 5) SAFETY - in goggle view is never off

48
Shoot-em-up 3-D
49
Arcade Platform
50
Adventure Puzzle
51
Sports Action
52
RTS
53
  • THEME PARKS ARCADES

54
  • WHY A.R. PLATFORM?
  • 1) POSITIVE SOCIAL ASPECT (Multiplayer)
  • 2) ACTIVE GAMING OUTDOORS Healthy
  • 3) BROAD AGE GENDER APPEAL Adults, M F
  • 4) FOLLOWS MOBILE GAMING TREND
  • (e.g. cell phone games, GBA, N-GAGE PSP)
  • 5) ADVANCES the gaming State of the Art
  • 6) Look Feel instant appeal/looks awesome

55
  • CONSUMER HMV

56
  • Q A
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