pobs
Augmented Reality Games are intense!
This, I am sure, is one of many pics of Ohan Oda and Steve Feiner's "Augmented Reality Games" Interactivity Demo at the CHI 2010 Media Showcase. Professor Steve Feiner and PhD Student Ohan Oda came to present the work and it was a crowd favorite.
The game depicted in this picture is a very basic game where you have to use a UMPC with a touch screen like a targeting lens and shoot a bunch of blocks off of the table surface.
Where are the blocks you ask? That's the cool - and slightly awkward - thing about augmented reality (AR, for short). Augmented Reality combines the physical world of surfaces (such as tables, floors, and walls) with the digital world of targets to shoot, projectiles to shoot the tiles, and any number of other illusory features. In this case the entire game happens somewhere between the physical table and the digital artifacts rendered on the screen. As player tap - or pound - on the screen small, round, projectiles appear to shoot from just below the UMPC camera's view, which the players can see on the screen. The game begins tame enough but quickly intensifies as the limited range of the camera and lack of peripheral vision encourages the players to wildly flail about as they try to get their blocks in their sites before the competition does. The added benefit of face-to-face, heads-up, competition is a definite quality to AR play - the likes of which have not been seen since the old school tabletop arcades!
More cool AR towards the end of the set, when I visited Blair McIntyre's Lab at Georgia Tech's Graphics, Visualization, and Usability Lab.
Augmented Reality Games are intense!
This, I am sure, is one of many pics of Ohan Oda and Steve Feiner's "Augmented Reality Games" Interactivity Demo at the CHI 2010 Media Showcase. Professor Steve Feiner and PhD Student Ohan Oda came to present the work and it was a crowd favorite.
The game depicted in this picture is a very basic game where you have to use a UMPC with a touch screen like a targeting lens and shoot a bunch of blocks off of the table surface.
Where are the blocks you ask? That's the cool - and slightly awkward - thing about augmented reality (AR, for short). Augmented Reality combines the physical world of surfaces (such as tables, floors, and walls) with the digital world of targets to shoot, projectiles to shoot the tiles, and any number of other illusory features. In this case the entire game happens somewhere between the physical table and the digital artifacts rendered on the screen. As player tap - or pound - on the screen small, round, projectiles appear to shoot from just below the UMPC camera's view, which the players can see on the screen. The game begins tame enough but quickly intensifies as the limited range of the camera and lack of peripheral vision encourages the players to wildly flail about as they try to get their blocks in their sites before the competition does. The added benefit of face-to-face, heads-up, competition is a definite quality to AR play - the likes of which have not been seen since the old school tabletop arcades!
More cool AR towards the end of the set, when I visited Blair McIntyre's Lab at Georgia Tech's Graphics, Visualization, and Usability Lab.