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Augmented dodgeball: extended abstract 增强躲避球:扩展抽象
Pub Date : 2018-07-02 DOI: 10.1145/3210299.3210304
Kadri Rebane, Ryota Shijo, Tim Schewe, Jingyi Jiang, T. Nojima
Playing team games is fun, but it can be challenging to put a team together. For the best gaming experience, the teams should have equal skill levels. Also, among the same team, the player's abilities should be comparable. In order to compensate the differences in the physical world, we add a virtual layer to the game. The virtual layer allows us to add sophisticated balancing system and additional rules to the game. Using this we developed augmented dodgeball, a team game that takes place in two different dimensions: the physical world and the virtual world. The action in the physical world (like getting hit by the ball) will result an impact to the player in the virtual world. The strength of that impact depends on the virtual powers of the character(s) involved in the action. All players have virtual powers like attack and defense power and are equipped with life points. Using these virtual parameters, we have created virtual player roles that the players can act upon. With this, physical skills can be balanced with virtual powers and the game becomes more strategical and does not rely solely on the physical skills of the player.
玩团队游戏很有趣,但要把一个团队组织起来却很有挑战性。为了获得最佳游戏体验,团队应该拥有相同的技能水平。此外,在同一支球队中,球员的能力应该具有可比性。为了弥补物理世界的差异,我们在游戏中添加了一个虚拟层。虚拟层允许我们在游戏中添加复杂的平衡系统和附加规则。利用这一点,我们开发了增强躲避球,这是一款发生在两个不同维度上的团队游戏:物理世界和虚拟世界。物理世界中的动作(比如被球击中)会对虚拟世界中的玩家产生影响。这种影响的强度取决于参与行动的角色的虚拟力量。所有玩家都拥有攻击和防御能力等虚拟能力,并配备生命点。使用这些虚拟参数,我们创建了玩家可以操作的虚拟玩家角色。这样,玩家的身体技能就可以与虚拟力量相平衡,游戏也就变得更具战略性,不再仅仅依赖于玩家的身体技能。
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引用次数: 0
D-ball: virtualized sports in diminished reality D-ball:缩小现实中的虚拟运动
Pub Date : 2018-07-02 DOI: 10.1145/3210299.3210305
S. Sakai, Yohei Yanase, Yasutsuna Matayoshi, M. Inami
Many video games have been created that virtually represent sports from the real world. We present a new type of sports called "D-Ball", based on ballgames, that uses diminished reality (DR) technology. We created a prototype for a new DR system that uses a head-mounted smartphone to show specific objects and features from the real environment that have been extracted based on their color. Players can only see the balls, lines, and markers attached to players that have this color. D-Ball allows the players to experience a ballgame as if they were in a video game from the 70s. Players can customize their own appearance in D-Ball by changing the colored markers attached to their bodies. Furthermore, the difficulty of D-Ball can be modified by changing the ratio between the completely diminished and the completely real aspects of reality. In this paper, we propose a new method for DR in virtualized sports and discuss the game and prototype design of D-Ball as an example of this method.
许多电子游戏已经被创造出来,实际上代表了现实世界中的体育运动。我们提出了一种基于球类运动的新型运动,称为“D-Ball”,它使用了减少现实(DR)技术。我们为新的DR系统创建了一个原型,该系统使用头戴式智能手机来显示基于颜色提取的真实环境中的特定物体和特征。玩家只能看到带有这种颜色的球、线和标记。《D-Ball》让玩家体验到一场球类比赛,就像他们在玩70年代的电子游戏一样。在《D-Ball》中,玩家可以通过改变身体上的颜色标记来定制自己的外观。此外,《D-Ball》的难度可以通过改变现实中完全弱化和完全真实的元素之间的比例来调整。在本文中,我们提出了一种新的虚拟体育运动中的DR方法,并以D-Ball为例讨论了该方法的游戏和原型设计。
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引用次数: 9
Dubhap: a sensory substitution based superhuman sport Dubhap:一种基于感官替代的超人运动
Pub Date : 2018-07-02 DOI: 10.1145/3210299.3210303
G. Chernyshov, Kirill Ragozin, Jiajun Chen, K. Kunze
Presenting DubHap. A new Superhuman Sport based on the augmentation of human senses. The core idea of the game is to have players perform the activities in a virtual environment that can be sensed, perceived and interacted with only when the player's eyes are closed. Instead of perceiving the game field visually, the players have to "scan" the environment with their hands and rely only on the haptic sensations on their palms. Haptic feedback is given to the players when they point at the virtual object and interact with it. Mechanically, the game resembles a volleyball match. Two teams occupy the territories on the opposite sides of a rectangular playing field separated by some space in between. Each team has to deflect virtual projectiles coming towards their area and send them to their opponent. Interactions happen only on the team's part of the field, where each player can pull, push or hold the projectile. When the projectile is missed, an opposing team scores a point. The amount of time that each player can spend in the virtual environment is limited, but restores when players open their eyes.
DubHap。一种基于增强人类感官的新型超人运动。游戏的核心理念是让玩家在虚拟环境中执行活动,只有当玩家闭上眼睛时才能感知、感知和互动。玩家不能从视觉上感知游戏场地,而是必须用手“扫描”环境,只依靠手掌的触觉。当玩家指向虚拟物体并与之互动时,就会获得触觉反馈。从机制上看,这款游戏类似于排球比赛。两支球队占据一个矩形比赛场地的两侧,场地之间被一些空间隔开。每支队伍都必须让虚拟投射物转向他们的区域,并将其发送给对手。相互作用只发生在球队的场地上,每个球员都可以拉、推或拿着投掷物。当炮弹未命中时,对方球队得一分。每个玩家在虚拟环境中花费的时间是有限的,但当玩家睁开眼睛时就会恢复。
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引用次数: 7
VRabl: stimulating physical activities through a multiplayer augmented reality sports game VRabl:通过多人增强现实体育游戏刺激身体活动
Pub Date : 2018-07-02 DOI: 10.1145/3210299.3210300
Tim Buckers, Boning Gong, E. Eisemann, S. Lukosch
Video games have become increasingly popular, but only a few focus on physical activity. Superhuman sports build upon this trend and try to stimulate physical activity while relying on technology to enhance human abilities. VRabl is such a superhuman sport. Being a multiplayer augmented reality sports game, it stimulates players to be physically active using similar mechanics as video games. It is based on the well-known and popular game dodgeball, to reach out to a large player community and have simple rules. The major goal of VRabl is to make dodgeball more attractive and engaging for younger generations. The game relies on two Microsoft HoloLenses to enable a novel multiplayer augmented reality sports game. A first evaluation shows that VRabl is enjoyable for people of every age group and stimulates physical activity, while having fun at the same time.
电子游戏越来越受欢迎,但只有少数人关注体育锻炼。超人运动建立在这一趋势之上,并试图刺激身体活动,同时依靠技术来提高人类的能力。VRabl是一项超人的运动。作为一款多人增强现实体育游戏,它使用与电子游戏类似的机制刺激玩家进行身体活动。它是基于著名的和流行的游戏躲避球,接触到一个庞大的玩家社区,并有简单的规则。VRabl的主要目标是使躲避球对年轻一代更具吸引力和吸引力。这款游戏依靠两个微软全息眼镜来实现一款新颖的多人增强现实体育游戏。初步评估表明,VRabl对每个年龄段的人都是愉快的,在获得乐趣的同时,还能刺激身体活动。
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引用次数: 11
STAR: superhuman training in augmented reality STAR:增强现实中的超人训练
Pub Date : 2018-07-02 DOI: 10.1145/3210299.3210306
M. Kegeleers, Shivam Miglani, Gijs M. W. Reichert, Nestor Z. Salamon, J. Balint, S. Lukosch, Rafael Bidarra
The goals of Superhuman Sports games include to involve physical activity and enhance the skills and abilities of a human through technology. They are played for fun, competition or to improve the players' health condition. To meet these goals, we designed and developed STAR: Superhuman Training in Augmented Reality, an augmented reality adventure shooter, and implemented it on the Microsoft Hololens. Our game promotes physical activity by making you avoid dangerous enemies and gather energy to deal with this threat while navigating a narrow path above lava. Social interaction is stimulated by its multiplayer mode, in which players have to work together to destroy an energy core. Player testing showed that we achieve our goal of physical exercise by making the player move at a pace slightly less than brisk walking and that the game is fun and immersive. These results show that STAR is a promising step in the right direction for the development of superhuman sports using augmented reality.
超人体育游戏的目标包括通过技术来参与体育活动和提高人类的技能和能力。他们玩的乐趣,竞争或改善球员的健康状况。为了实现这些目标,我们设计并开发了《STAR: Superhuman Training in Augmented Reality》这款增强现实冒险射击游戏,并在微软Hololens上实现了这款游戏。我们的游戏通过让你避开危险的敌人,收集能量来应对这种威胁,同时在熔岩上方的狭窄道路上航行,从而促进身体活动。它的多人模式刺激了社交互动,玩家必须共同努力摧毁能量核心。玩家测试表明,我们让玩家以略低于快走的速度移动,从而达到了锻炼身体的目标,游戏既有趣又具有沉浸感。这些结果表明,STAR是利用增强现实技术发展超人运动的正确方向上有希望的一步。
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引用次数: 12
Venga!: climbing in mixed reality Venga !:在混合现实中攀登
Pub Date : 2018-07-02 DOI: 10.1145/3210299.3210308
Marcel Tiator, C. Geiger, B. Dewitz, Ben Fischer, L. Gerhardt, David Nowottnik, Hendrik Preu
Scary climbing situations can appear when climbing on big walls. Some stones may be slippery due to humidity or smoothness and distances between belaying bolts can be large whereby a deep fall is risked. In such situations, the stress level increases, climbing performance decreases and an ascent might even be aborted. Furthermore, hazardous accidents can happen when the concentration is disturbed by stress and fear. Moreover, a beginner has to overcome some hurdles such as learning movements and belaying techniques as well as overcoming acrophobia or fear of falling down. We try to facilitate these hurdles with augmentation of the human in Mixed Reality (MR) superhuman sport climbing. In this paper, we present the development of a MR climbing system that tackles these hurdles by allowing a user to climb in safe height at ground level in reality while seeing his or her own body visualised in a much more demanding situation (e.g. in the middle of a big wall) in a Virtual Environment (VE) through a HMD. Additionally an audience can be integrated into the VE via a collaboration with an operator of a virtual drone. The drone operator has the ability to provide additional feedback, e.g. point to a certain stone with a virtual laser and can communicate with the climber via microphone. Hence, if a climber gets stuck in a climbing route, the drone operator can suggest the next move in the VE.
攀爬大墙时可能会出现可怕的攀爬情况。有些石头可能由于潮湿或光滑而滑,并且保护螺栓之间的距离可能很大,因此有坠下的危险。在这种情况下,压力水平增加,攀登性能下降,甚至可能放弃攀登。此外,当注意力受到压力和恐惧的干扰时,可能会发生危险的事故。此外,初学者必须克服一些障碍,如学习动作和保护技术,以及克服恐高症或害怕摔倒。我们试图促进这些障碍与增强人类在混合现实(MR)超人运动攀登。在本文中,我们介绍了一种MR攀爬系统的开发,该系统通过HMD在虚拟环境(VE)中允许用户在现实中爬到地面的安全高度,同时看到他或她自己的身体在更苛刻的情况下(例如在一堵大墙中间)可视化,从而解决了这些障碍。此外,通过与虚拟无人机操作员的合作,观众可以融入VE。无人机操作员有能力提供额外的反馈,例如,用虚拟激光指向某个石头,并可以通过麦克风与攀登者沟通。因此,如果攀爬者被困在攀爬路线上,无人机操作员可以建议VE的下一步行动。
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引用次数: 13
Muscleblazer: a wearable laser tag module powered by PGM-induced force-feedback Muscleblazer:一种可穿戴的激光标签模块,由pgm诱导的力反馈供电
Pub Date : 2018-07-02 DOI: 10.1145/3210299.3210302
Yusuke Kishishita, Antonio Vega Ramirez, Swagata Das, Chetan Thakur, Yohei Yanase, Y. Kurita
Physical activities are highly significant in maintaining a healthy life. However, with increased dependency on automated systems, our lifestyle is becoming more and more desk-bound, making us prone to multiple health-related difficulties such as cardiovascular diseases, diabetes, and cancers. To tackle such issues, we must introduce innovative ideas for integrating technology with exercise techniques that can implement sports, fun, and physical stimulation. Our team proposes a laser tag game by integrating multiple ideas of human-augmentation. The players are divided into two equal-numbered teams. Each player has an IR-gun attached to their right forearm. The gun is accompanied by a set of pneumatic gel muscles (PGM) to provide a feeling of force-feedback to the player. On the players' left arm, an electromyographic sensor is attached. This sensor is used as a charging device, to be able to use the IR-gun. All players can track their progress on a visual interface attached to their right arm. This game can be played by all individuals, irrespective of their age, and be provided with a new value of sports.
体育活动对保持健康的生活非常重要。然而,随着对自动化系统的依赖程度越来越高,我们的生活方式越来越依赖于办公桌,这使我们容易患上多种与健康相关的疾病,如心血管疾病、糖尿病和癌症。为了解决这些问题,我们必须引入创新的想法,将技术与运动技巧结合起来,实现运动、娱乐和身体刺激。我们的团队通过整合多种人体增强的想法,提出了一种激光射击游戏。队员们被分成人数相等的两队。每个选手的右前臂上都有一支红外枪。该枪配有一组气动凝胶肌肉(PGM),为玩家提供一种力量反馈的感觉。在运动员的左臂上,有一个肌电传感器。这个传感器被用作充电装置,以便能够使用红外枪。所有玩家都可以在右臂上的视觉界面上跟踪自己的进度。这个游戏可以让所有的人,无论他们的年龄,都可以玩,并提供了一个新的体育价值。
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引用次数: 3
League of lasers: a superhuman sport using motion tracking 激光联盟:一项使用运动追踪的超人运动
Pub Date : 2018-07-02 DOI: 10.1145/3210299.3210307
J. Vermeer, Shaad Alaka, Niels de Bruin, Nico Arjen Miedema, Nick Winnubst, Cyril Trap, Rafael Bidarra
League of Lasers is a motion-based game where two teams compete in a mix between football and Pong [2]. Players use `virtual mirrors' to try to guide a laser pulse towards the opponent team's target. The game aims at stimulating interaction between players by making cooperation a vital part of the gameplay, while having them physically move near each other. The game tracks the physical movement of players as the main control actions. A demonstration trailer can be found here: https://goo.gl/v7mu6k
《League of Lasers》是一款基于动作的游戏,两支队伍在足球和乒乓游戏之间进行竞争[2]。玩家使用“虚拟镜子”来引导激光脉冲射向对手的目标。这款游戏旨在通过让合作成为游戏玩法的重要组成部分来刺激玩家之间的互动,同时让他们在身体上相互靠近。游戏追踪玩家的身体运动作为主要控制动作。可以在这里找到演示预告片:https://goo.gl/v7mu6k
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引用次数: 5
Bubble jumper: enhancing the traditional japanese sport sumo with physical augmentation 泡泡跳位:增强日本传统相扑运动的体能
Pub Date : 2018-07-02 DOI: 10.1145/3210299.3210301
R. Ando, A. Ando, K. Kunze, K. Minamizawa
This paper introduces Bubble Jumper, a super human sport enhancing your jump and enlarge your bodies circumference (grith) simulating an augmented sumo wrestler. We focus on the experience of superhuman strength in the legs and giving you the feeling of a larger body for the sport. We present the historical context of Sumo as well as our approach to augment the sport into Bubble Jumper. We show some early design prototypes and the iterative process to improve them, as well as rules and ideas for digital augmentation of the sport.
本文介绍了一种模拟相扑选手的“泡泡跳”运动,它可以提高你的跳跃能力,扩大你的身体周长。我们专注于体验超人的腿部力量,让你在运动中感受到更大的身体。我们提出了相扑的历史背景,以及我们的方法,以增加运动到泡沫跳线。我们展示了一些早期的设计原型和改进它们的迭代过程,以及数字增强运动的规则和想法。
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引用次数: 3
期刊
SHS '18
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