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.
{"title":"Augmented dodgeball: extended abstract","authors":"Kadri Rebane, Ryota Shijo, Tim Schewe, Jingyi Jiang, T. Nojima","doi":"10.1145/3210299.3210304","DOIUrl":"https://doi.org/10.1145/3210299.3210304","url":null,"abstract":"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.","PeriodicalId":192489,"journal":{"name":"SHS '18","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124964510","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"D-ball: virtualized sports in diminished reality","authors":"S. Sakai, Yohei Yanase, Yasutsuna Matayoshi, M. Inami","doi":"10.1145/3210299.3210305","DOIUrl":"https://doi.org/10.1145/3210299.3210305","url":null,"abstract":"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.","PeriodicalId":192489,"journal":{"name":"SHS '18","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126798576","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Dubhap: a sensory substitution based superhuman sport","authors":"G. Chernyshov, Kirill Ragozin, Jiajun Chen, K. Kunze","doi":"10.1145/3210299.3210303","DOIUrl":"https://doi.org/10.1145/3210299.3210303","url":null,"abstract":"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.","PeriodicalId":192489,"journal":{"name":"SHS '18","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121554470","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"VRabl: stimulating physical activities through a multiplayer augmented reality sports game","authors":"Tim Buckers, Boning Gong, E. Eisemann, S. Lukosch","doi":"10.1145/3210299.3210300","DOIUrl":"https://doi.org/10.1145/3210299.3210300","url":null,"abstract":"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.","PeriodicalId":192489,"journal":{"name":"SHS '18","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126907724","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"STAR: superhuman training in augmented reality","authors":"M. Kegeleers, Shivam Miglani, Gijs M. W. Reichert, Nestor Z. Salamon, J. Balint, S. Lukosch, Rafael Bidarra","doi":"10.1145/3210299.3210306","DOIUrl":"https://doi.org/10.1145/3210299.3210306","url":null,"abstract":"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.","PeriodicalId":192489,"journal":{"name":"SHS '18","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124918121","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Venga!: climbing in mixed reality","authors":"Marcel Tiator, C. Geiger, B. Dewitz, Ben Fischer, L. Gerhardt, David Nowottnik, Hendrik Preu","doi":"10.1145/3210299.3210308","DOIUrl":"https://doi.org/10.1145/3210299.3210308","url":null,"abstract":"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.\u0000 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.","PeriodicalId":192489,"journal":{"name":"SHS '18","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131238811","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Muscleblazer: a wearable laser tag module powered by PGM-induced force-feedback","authors":"Yusuke Kishishita, Antonio Vega Ramirez, Swagata Das, Chetan Thakur, Yohei Yanase, Y. Kurita","doi":"10.1145/3210299.3210302","DOIUrl":"https://doi.org/10.1145/3210299.3210302","url":null,"abstract":"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.","PeriodicalId":192489,"journal":{"name":"SHS '18","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124091550","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
{"title":"League of lasers: a superhuman sport using motion tracking","authors":"J. Vermeer, Shaad Alaka, Niels de Bruin, Nico Arjen Miedema, Nick Winnubst, Cyril Trap, Rafael Bidarra","doi":"10.1145/3210299.3210307","DOIUrl":"https://doi.org/10.1145/3210299.3210307","url":null,"abstract":"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","PeriodicalId":192489,"journal":{"name":"SHS '18","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121238352","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Bubble jumper: enhancing the traditional japanese sport sumo with physical augmentation","authors":"R. Ando, A. Ando, K. Kunze, K. Minamizawa","doi":"10.1145/3210299.3210301","DOIUrl":"https://doi.org/10.1145/3210299.3210301","url":null,"abstract":"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.","PeriodicalId":192489,"journal":{"name":"SHS '18","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130350313","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}