ARGo:基于增强现实技术的手机围棋撞石赛

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-02-02 DOI:10.1007/s10055-023-00919-4
Dohui Lee, Sohyun Won, Jiwon Kim, Hyuk-Yoon Kwon
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摘要

在本研究中,我们受韩国传统棋盘游戏 Alkkagi 的启发,推出了一款基于增强现实技术的移动围棋撞子游戏,我们称之为 ARGo。ARGo 旨在解决两个主要问题:(1) 原版 Alkkagi 的便携性和空间限制;(2) 现有移动 Alkkagi 游戏基于触摸屏的界面所带来的有限真实感。为了提高游戏的真实感,ARGo 通过基于 AR 技术识别用户的手部动作,提供了与原始 Alkkagi 类似的游戏界面。此外,它还为每个用户提供了定制机制,以根据每个用户的特点提高手部动作的识别率和攻击力度。最后,我们做出了以下三个主要贡献。首先,我们采用了自动机理论来设计棋子之间的博弈和碰撞场景。因此,我们可以清晰地定义基于 AR 的运动识别和虚拟物体间碰撞所产生的复杂状态。其次,我们针对 ARGo(即围棋子及其碰撞)提出了基于连续碰撞检测的碰撞方程。通过实验研究,我们证明碰撞方程能够模拟出精确的碰撞效果。第三,通过用户体验研究,我们验证了 ARGo 的有效性,展示了 ARGo 中实现的功能的效果及其与现有手机游戏 Alkkagi Mania 相比的优越性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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ARGo: augmented reality-based mobile Go stone collision game

In this study, we present a mobile Go stone collision game based on augmented reality, which we call ARGo, inspired by the traditional Korean board game, Alkkagi. ARGo aims to resolve two main issues: (1) the portability and space constraints of the original Alkkagi and (2) the limited sense of reality due to the touchscreen-based interface of the existing mobile Alkkagi games. To improve a sense of the reality of the game, ARGo provides a gameplay interface similar to the original Alkkagi by recognizing the user‘s hand motion based on AR. Additionally, it provides a customization mechanism for each user to improve the recognition of the hand motion and the strength of the attack considering each user‘s characteristics. Finally, we make the following three main contributions. First, we employ the automata theory to design the game and collision scenarios between stones. Consequently, we can clearly define the complicated states incurred by AR-based motion recognition and collisions between virtual objects. Second, we propose a collision equation based on Continuous Collision Detection tailored to ARGo, i.e., Go stones and their collisions. Through experimental studies, we demonstrate that the collision equation enables the simulation of the exact collision effects. Third, through user experience studies, we verify the effectiveness of ARGo by showing the effects of the functions implemented in ARGo and its superiority over the existing mobile game Alkkagi Mania.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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