Documente Academic
Documente Profesional
Documente Cultură
1 1 0 0 0 1
33 32 31
23 22 21
13 12 11
w
w
w
z
y
x
C
C
C
Z
Y
X
W V V V
W V V V
W V V V
Z
Y
X
,
w cw c
P T P =
It defines the relationship of the user's viewing position relatively
to the defined origin of the markers. This matrix is only used for
the definition of the user's viewing direction onto the markers.
3.2.2 Analysis for User Interaction
For the interaction analysis first the hand position of the user must
be detected. Therefore the tracking system Fastrak from
Polhemus is used; it's electromagnetic sensor is mounted on a data
glove worn by the user. The Fastrak system measures six degrees
of freedom (X, Y, Z, azimuth, elevation, roll). For the
communication with the computer a standard RS-232 interface is
used. The data is read in the ASCII format with a baud rate of
57600. This process was outsourced into a separate thread,
because reading the data in the main program results in a
significant loss of performance. At that time interactive work with
the application was no longer possible. In our current solution the
data is read continuously by a separate thread. If necessary actual
data records (e.g. position and orientation) can be transferred to
the main program using shared memory. This results in no
considerable loss of performance.
The speed of the hand movement is used to calculate a force
vector. This force vector is added to the physical bodies described
in the following section. To obtain the speed and the direction of
the movement, the difference of two points during the hand
movement is calculated. The force results from the difference of
the movement multiplied with two constants.
The force added to the object is calculated by :
0 1
0 1
t t
t t
y
x
Y Y
X X
a
F
F
.
X and Y are points in space and F are the forces into direction x
and y. The times t0 and t1 have a constant distance of 0.4 sec. A is
a constant value in kg. The amount of this value was tested
empirical by values between 5 kg and 10 kg.
The force for the upper direction Z is calculated by:
[ ] [ ]
0 1 t t z
Z Z b F = ,
where b < a. We use this second calculation to make the
interaction easier. Because nobody feels the weight of the bowling
ball, the ball is thrown up into Z direction. This results from a
swinging hand movement. Normally the weight of the bowling
ball prevents this movement. To get a more realistic behavior of
the interaction, we simulated the weight of the ball during the
interaction with a lower gain value b.
3.2.3 Physical Simulation
To calculate a realistic physical behavior we are using the physic
engine Vortex from CMLabs [15]. Vortex is a dynamics engine,
which applies Newtonian Physic to calculate the physical
behavior of rigid bodies. To use Vortex, it is necessary to build
up a simulation model of the bodies and the environment. This
model consists of primitive objects like a cylinder, a plane or a
sphere representing the virtual models of the scene. To get a
realistic behavior it is important to make a valid dynamic model.
If an improperly physical representation is chosen, a mathematical
correct result will be achieved, but the user will see an atypical
behavior of the virtual objects.
Figure 9. Rigid body model.
The rigid body model of the bowling lane is shown in figure 9.
Every object is modeled as a single body. The bowling pins are
modeled as simple cylinders with a diameter of 5.74 cm and a
height of 38.1 cm. For the pins we tested multiple objects to get
the best result. The bowling ball is modeled as a sphere with a
diameter of 21.8 cm. The bowling lane is modeled as a simple
plane. The length of the plane is 18.2 m. Thus, all used
dimensions are following the real dimensions. Another important
property is the friction between the objects. Without friction, a
moving object would never stop. Therefore, Vortex provide the
Coloumb Friction model.
3.2.4 Rendering
To achieve a better rendering quality we use the game engine
Alchemy from Intrinsic [16]. Intrinsic Alchemy is a
comprehensive development and run-time environment that offers
game programmers peak performance on each hardware device
combined with remarkable flexibility and ease-of-use.
Additionally this engine allows us to render even high-polygonal
scenes in real-time by using special features like real-time
shadows or blaze effects to obtain a higher level of realism.
4. GAME PLAY
To play AR-bowling the user puts on the HMD and a pinch glove
and places one or two markers on the floor or at a wall. After
starting the application the user interacts with the application
using hand gestures and movements (see figure 10).
Figure 10. Initial state of the game.
The user grabs the bowling ball with his fingers and throws it
towards the virtual pins. According to his hand and finger
movement the bowling ball receives speed and spin (see figure
11).
Figure 11. Ball approaches the pins: speed and spin are
considered by the simulation model.
The pins as well as the bowling ball act in a physical correct way:
slightly touched pins begin tumbling and falling pins can bowl
neighbouring pins down (see figure 12).
Figure 12. Multi-body system simulation provides physical
correct object movements.
The user has twice the chance to clear all pins (strike or spare).
According to the bowling rules further throw types are gutterball,
split, spare and miss. The actual score is displayed on the
scorecard of the user. After ten rounds the final score is calculated
and the game ends.
5. USABILITY AND PERFORMANCE
TESTS
The feedback of the evaluation of the first game-prototype
confirms the demand of new user-friendly and easy-to-use
interfaces. In several trials the involved persons needed only a
short time of 1-2 minutes to understand the functions of the AR-
game and how to play it.
Using a marker-based tracking method, it is necessary to warrant
an adequately lit environment. Mirroring or dazzling surfaces
should be avoided to prevent a loss of tracking. This fact
minimizes the usability.
6. SUMMARY AND OUTLOOK
Recent advances in game development show the trend to include
the gamer with his whole body. To play games everywhere, to
include the game player completely in the game and to integrate
the game seamlessly into reality new and innovative technologies,
like Augmented Reality, should be used.
Augmented Reality enables a combination a virtual and real
world, which results not in a separation of input and output. It
allows the user to enter the mental state flow in a quick and easy
way. This potential of AR-technology was used to develop a new
concept for games providing an immersive and realistic game play
in real environments. A higher level of realism can be achieved by
simulating the real behavior of the game objects using dynamic
simulation of a multi-body system. First user tests proved these
assumptions.
Further improvements of the AR-game concern the mobility and
usability of the proposed system. In this context wearable or
mobile computers will be used. In terms of user interaction
devices we will integrate the wireless data glove Data Glove 5-W
from Fifth Dimension Technologies. As HMD we will use the
ARvision-3D Goggles from Trivisio Prototyping GmbH - a
mobile, small and lightweight video see-through HMD. For the
complete mobile system the tracking will be done only optically.
7. REFERENCES
[1] Cherny, L., Clanton, C., and Ostrom, E. Entertainment is a
Human Factor: In: CHI 97 Workshop on Game Design and
HCI, 1997.
[2] Eggen, B.; Feijs, L.; Peters, P.: Lining physical and virtual
interaction spaces. In: Proceedings of the second
international conference on Entertainment computing, 2003.
[3] Dourish, P.: Where the action is: The foundations of
embodied interaction, MIT Press, 2001.
[4] Graham, N.; Watts, L.; Calvary, G.; Coutaz, J.;Dubois, E.;
Nigay, L.: A dimension space for the design of interactive
systems within their physical environments. In: Proceedings
of the conference on designing interactive systems:
processes, practices, methods, and techniques, 2000.
[5] Csikszentmihayli, M.: Flow: The psychology of optimal
Experience, 1991.
[6] Turkle, S.: The second self: Computers and the human spirit,
1984.
[7] Holt, R.; Mitterer, J.: Examining video game immersion as a
flow state. In: Proceedings of the 108th annual psychological
assoc, Washington DC, 2000.
[8] Fjeld, M.; Lauche, K.; Dierssen, S.; Bichsel, M.; Rauterberg,
M.: BUILD-IT: A Brick-based integral Solution Supporting
Multidisciplinary Design Tasks. In: Designing Effective and
Usable Multimedia Systems (IFIP 13.2), Boston, 1998.
[9] Ullmer, B.; Ishii, H.: Emerging frameworks for tangible user
interfaces. In: IBM Systems Journal, Vol 39, Nos 3&4, 2000.
[10] Feijs, L.; de Graaf, M.: Support robots for playing games:
The role of player - actor relationships. In: Faulkner X. et al.
(Eds.), People and computers XVI, 2002.
[11] Behringer, R., Klinker, G.; Mizell, D.: Augmented Reality -
Placing Artificial Objects in Real Scenes. In: Proceedings of
the IWAR 1998, San Francisco, California, 1998.
[12] Milgram, P.; Takemura, H.; Utsumi, A.; Kishino, F.:
Augmented Reality: A Class of Displays on the Reality-
Virtuality Continuum. In: Proceedings of SPIE Conference
on Telemanipulator and Telepresence Technologies SPIE.
Boston, MA, 1994.
[13] Kawashima, T.; Imamoto, K.; Kato, H.; Tachibana, K. and
Billinghurst M.: Magic Paddle: A Tangible Augmented
Reality Interface for Object Manipulation,. In: Proceedings
of the Second International Symposium on Mixed Reality
(ISMR) 2001, Yokohama, Japan, 2001.
[14] Billinghurst, M. and Kato, H.: Collaborative Mixed Reality.
In: Proceedings of the International Symposium on Mixed
Reality (ISMR '99). Mixed Reality-Merging Real and Virtual
Worlds, 1999.
[15] http://www.cm-labs.com/
[16] http://www.intrinsic.com/