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Explore the exciting world of mobile augmented reality (AR) game development with a focus on challenges, historical milestones, and future prospects. Learn about key hardware requirements, AR examples, and common pitfalls to avoid. Discover the evolution of AR technology, from its inception in the late 20th century to its current applications in various fields. Dive into case studies, technical details, and potential societal impacts of AR gaming. Get insights on user acceptance, interaction paradigms, and the importance of content creation in driving AR innovation.
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Mobile Augmented RealityGame Development Jeff Chastine Southern Polytechnic State University Georgia State University, Mar. 27, 2013
Overview • What got us here? • Paradigm Shift! • Case Study: Qualcomm • Challenges of AR Game Dev • If time: code review
A Little AR History • 1968 • Ivan Sutherland • Optical Combiner
A Little AR History • 1992 • Tom Caudell and David Mizell coin theterm “Augmented Reality”
A Little AR History • 1994 • Virtual Reality (VR) attempts to completely synthesize • Augmented Reality (AR) integrates virtual objects into the physical world Mixed Reality RealEnvironment AugmentedReality (AR) AugmentedVirtuality (AV) VirtualEnvironment(VR)
A Little AR History • 1996 – Rekimoto tracks in6 DoF! • x, y, z • yaw, pitch, roll
A Little AR History • 1997 • Azuma states three requirements: • Combines the real and virtual worlds • Interactive in real time • Registered in 3D
A Little AR History • 1997 • Feiner et. al create the “Touring Machine” • First mobile augmented reality system
A Little History • 1999 • ARToolkit • Free/Open Source • Kato/Billinghurst • Good for intro to AR
A Little History • 2000 • Landmark breakthrough! • AR with Duran Duran
Hardware Requirements • HMDs/Displays • Rendering • Tracking
Display • Tabletops • Tablets & Phones • HMDs • Optical (see-through) • Stereo? • Video (closed-view)
Tracking • GPS, HA-GPS, GPS/RTK • Acoustic (IS-900) • Electro-magnetic (Polhemus) • Visual (ARToolkit)
Scenarios • Medical • Scientific Visualization • Expert/Technician
Scenarios • Medical • Scientific Visualization • Expert/Technician
Scenarios • Medical • Scientific Visualization • Expert/Technician
Commercial Nightvision
General Problems • Tracking Accuracy • Optical vs. Video • Optical – High Resolution/FoV. Synching/Delay issues, brightness issues • Video – safety: camera vs. eye offset • Registration Problems • location • lag in rendering • Weight/Battery Life • Interaction • Techniques • Physical objects
Paradigm Shift! • Note: • Media is cool • Mobile is cool • Media+Mobile must be really cool • Unity supports scripting • Basic programming concepts • Reinforces OO • Javascript or C# (or Boo) • Provides scaffolding to remove barriers (or at least lower them)
Moving into Mobile Layar Nearest Tube
Moving into Mobile • ARToolkit on an iPhone (2008)
Moving into Mobile (2009)I MAED A GAM3 W17H AR 1N 1T – (not really, it’s called AAAARRRRRGH!)
Let’s make a Magic Book • Mark Billinghurst et al. • The hard part is finding a tracker…
Mobile AR Gaming • Need a good tracker • GPS + Gyros is NOT good enough! • Qualcomm has released their free tracker! • Need a good/cheap display • Phone is a window into the virtual world • Need a way to make games/render + = Easy AR!
AR Preprocessed Images (pictures + tracking information) Into the ImageTargetTextures folder Into the Streaming Assets / QCAR folder “Page” Textures Tracking XML file and data file
Very Cool Unity Mobile API • Input.acceleration • Returns orientation as a Vector3 • Input.GetKeyDown(KeyCode.Mouse0) • Screen tap event • iPhoneUtils.Vibrate() • Makes the phone vibrate • GPS/Location • Unity 3.2 or Java LocationManager interface and native wrapper
A safe place to get started • ARToolkit • Free • Written in C • Uses fiducials • http://www.hitl.washington.edu/artoolkit/ • What you’ll need: • A webcam • A printer • A compiler • Graphics card?
The Qualcomm AR SDK • Free • Works with Android • Java • JNI • C++ • Runs on Qualcomm chipsets • HTC Incredible • Nexus One • Others • https://ar.qualcomm.com/qdevnet/
Others • Dekko SDK • No training! • 13th Lab’s PointCloud • Dynamic building of the scene
The Burden of AR Gaming • Printing out fiducials • Is this really “mobile”? • User training • Do your parents know what AR is? • How do you interact in AR environments? • Don’t block the tracker! • Don’t shake the camera!
The Burden of AR Gaming • How do you interact? • Point and click? • Tactile feedback? • Will people get physically tired?
User Acceptance is Key • Tracking is a challenge • Lazy players • AR must “go beyond” ( and why AR?) • Where’s the killer app?
5 Common AR Mistakes(if you don’t believe me) • Poor education • Not investing in content • Different AR app for every campaign • AR and 3D for the sake of AR • Make content engaging http://www.mobilemarketer.com/cms/news/software-technology/14435.html?goback=%2Egde_67494_member_226398138
The Future of AR? • Lots of hype right now • Project Glass?