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Backseat Gaming Augmented-reality with speed

Backseat Gaming Augmented-reality with speed. Liselott Brunnberg The Interactive Institute, Sweden Mark Ollila Linköping University, Sweden. Backseat Gaming. Mobile properties location, speed, direction, time, changing surrounding and occasional encounters Target

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Backseat Gaming Augmented-reality with speed

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  1. Backseat GamingAugmented-reality with speed Liselott Brunnberg The Interactive Institute, Sweden Mark Ollila Linköping University, Sweden

  2. Backseat Gaming • Mobile properties • location, speed, direction, time, changing surrounding and occasional encounters • Target • travelling children in the backseat • Prototype • mixed reality game • Surrounding road context • Focus • Integration of virtual content into the physical surrounding

  3. The Backseat as setting • Highly mobile situation • Hours of boredom and monotonous waiting • Playing games when being on the move • Smaller screens • Poorer experience • Continually changing landscape

  4. The Game • A road outside Stockholm • Game content - clear connections to the physical surrounding • The real world act as game world • Look for malicious creatures and objects

  5. The Story • Small manipulative events • Independent - within the same story-frame

  6. Implementation • Compaq IPAQ Pocket PC • CompactGPS card • Digital compass - heading, pitch and roll

  7. Game Infrastructure • The game device • Aiming tool • Information-media content • Event intro • Radar mode

  8. Objects • Virtual objects • Creature, energy, key, document • Real Objects • Individual • Tree or a house • Region • Allotment or power plant

  9. Objects • Virtual related to Real • Unique and fixed • Document at a tree • Multiple but constrained • Many ghosts on an allotment

  10. Real Objects

  11. Test/Analysis • 4 children, 6-10 years old • Filmed and transcribed • Analysed • Facial expressions, general appearance, movement of device and gaze, aiming, firing and spontaneous comments.

  12. Analysis Questions • How did the game-play work? • Did they connect the virtual game-content to the environment outside the car? • What linking between real and virtual creates understandable mobile games? • What linking between real and virtual creates compelling mobile games?

  13. How did the game-play work? Click on image for video playback

  14. Did they connect the virtual game-content to the environment outside the car?

  15. What linking between real and virtual creates understandable mobile games? • Event intro • Unique and fixed - multiple but constrained

  16. What linking between real and virtual creates compelling mobile games? • Unique and fixed objects • Appealing story connected to the object

  17. Future Work • More extensive evaluation • Make use of already existing connections with physical objects • GIS databases • Historical monuments • Road signs

  18. liselott@interactiveinstitute.se www.interactiveinstitute.se/mobility

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