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  • 8/9/2019 Augmented Reality Game Roadmap ISMAR09

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    Games in AR: Types and Technologies

    Andrea PhillipsNeogence, Inc.

    ABSTRACT

    To unlock its full potential, augmented reality

    gaming will need to integrate several types of

    technology, including RFID; motion, image and

    face recognition; location awareness. Different

    types of play mechanism enabled by integration

    of each of these technologies are discussed.

    1 INTRODUCTION

    Augmented reality seems like the perfect

    playground. In theory, it allows games of pretend

    where the imaginary characters act of their own

    accord, and new sports with complicated rules

    and elaborate scoring systems handled invisibly

    by computer. In practice, though, augmented

    reality alone is not enough to bring these games

    to life. The potential of AR gaming will be

    unlocked when it is integrated with other

    technology most of which already exists

    including RFID, GPS, and motion detection. As

    they are integrated, the potential for AR gaming

    will explode.

    2 STATIONARY AR GAMES

    Stationary AR games based on marker

    technology are the first and lowest hurdle we

    expect to be leaped. In fact, several developers

    are working on such games already, though none

    have yet made it to market; they should between

    Q4 2009 and Q3 2010. For the most part, these

    games are very similar to existing board and

    tabletop games.

    2.1 Stationary Marker-Driven AR Games

    These games may be very similar in feel and

    execution to existing games. One might wonder

    at whether its worthwhile to develop such a

    game; but consider the success of solitaire card

    games for the PC. Any implementation of a

    popular game that allows some of the game-management overhead to be controlled by the

    computer brings a value-add of low effort that

    could boost the adoption of AR versions of

    already familiar games.

    2.1.1 Arena dueling games

    These games are similar to Magic: The

    Gathering, Pokmon, and Yu-Gi-Oh. The

    players (generally two) conduct a battle by

    gradually placing new markers (probably cardsindicating creatures, abilities, or other concepts)

    into the field. The computer mediates the

    markers' interactions with one another and keeps

    track of score and other vital statistics.

    2.1.2 Battle chess

    This is a popular game concept, from Star Wars

    to Harry Potter. It involves a traditional strategy

    game, such as chess, in which the pieces perform

    animations in AR that will vary depending ontheir relative position versus other pieces on the

    board.

    2.1.3 Tabletop strategy games

    The non-AR analogue to this is Warhammer 40K.

    In AR tabletop strategy games, markers are

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    moved freely around on a table; the player inputs

    actions such as attacks or building fortifications,

    and the game computes damage and other

    statistics.

    3 MOBILE AR GAMES

    The next step in the evolution of augmented

    reality gaming will come when the AR device is

    untethered. This requires a portable camera,

    display, computer, and some interface

    mechanism. While wearable computing devices

    and AR headsets would be ideal, a smartphone

    should be sufficient.

    3.1 Mobile Marker-Driven Games

    A mobile AR device relying on markers will still

    be extremely limited, but mobility does open up

    new genres of play. They should be possible even

    under current technology; such games should

    start to appear on the market between Q3 of 2009

    and Q2 of 2011, depending on market saturation

    of the devices for which development first

    occurs.

    3.1.1 Puzzle hunts

    These are likely to be limited-adoption small-

    scale pervasive games. A designer places markers

    in predetermined locations. Upon view via the

    mobile AR device, each marker displays a clue

    toward the location of the next marker. This style

    of puzzle hunt could be repurposed to serve as a

    self-guided walking tour of a neighborhood,

    theme park, or museum; or even to convey a

    narrative, such as a mystery.

    3.1.2 Set-collection games

    Markers are interspersed into an environment,

    and the player must seek out each marker. Upon

    view, the marker would likely play a set

    animation, possibly appearing to interact with

    other elements in its environment. When each

    marker is located, the computer adds it to an

    online storehouse and adds points to the player's

    score. We anticipate set-collection games run as

    marketing efforts, with markers placed on

    promotional materials such as posters, billboards,

    and packaging.

    3.1.3 Assassin/laser-tag style games

    Players tag themselves, either with markers

    printed on stickable labels, or by purchasing and

    wearing items such as T-shirts and hats with pre-

    printed markers. Players disperse into an

    environment and then try to tag one another. A

    tag would be complete when one player targets

    and "shoots" another player's marker through the

    viewfinder of the mobile AR device.

    3.2 Mobile Markerless AR

    While the games using AR markers will certainly

    be entertaining in their own right, it is only when

    the technology allows markerless AR that the

    games designed will start to become native to

    augmented reality, allowing completely new

    mechanisms of play rather than mere adaptations

    of existing ones.

    In these games, a player would view his or her

    surroundings through either a viewfinder on a

    mobile device or a camera/display headset.Software would detect objects and perspective

    and overlay AR information accordingly.

    Some simple implementations of markerless

    AR operating on a small scale should appear by

    Q1 of 2010. First implementations are likely to

    include simple arcade and puzzle games.

    3.2.1 Shooting galleries

    AR objects are displayed in the environment and

    players must locate them in the AR viewfinder

    and shoot them. The objects could be asteroids,

    aliens, ghosts, or

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    3.2.2 Whack-a-mole

    Objects appear and disappear from the field of

    view very quickly and the player must target

    them or otherwise catch them before they

    disappear. (This is only one in a nearly limitless

    variety of possible fast-reflex games.)

    3.2.3 Hidden object

    Virtual objects are concealed in the detected

    surroundings, and the player must locate them

    (presumably in as little time as possible.) If local

    object detection is sufficiently sophisticated, AR

    objects may be "hidden" behind and under real,

    physical objects.

    3.3 Location Detection

    Games using markerless AR and location

    detection probably via a GPS-and-compass

    combination should appear by Q4 2012 at the

    outmost, and likely quite a bit sooner. Note that

    two varieties of location detection are possible. In

    one, the system relies on static maps of an area to

    draw a playing field. These would likely be

    implemented outdoors first, as the interior of any

    given building would be highly unlikely to be

    mapped. In dynamic mapping, the computer

    would parse the environment for objects and

    continue mapping on the fly as the player moves

    and perspective and location both shift.

    Ultimately, an efficient system will likely rely

    on both techniques: Systems would access a

    Google Maps-style datastore with size, perimeter

    and location information for large static objects,

    while dynamic mapping would account for the

    presence of mobile objects such as vehicles and

    people. It's unlikely that a completely integratedsystem will exist until sometime in 2013, and

    possibly not for quite some time afterward.

    3.3.1 Mobile first-person shooter

    A single player both seeks out and hides from AR

    opponents in the style of first-person shooter

    games such as Quake or Halo. This game type

    could easily become multiplayer if the AR

    devices are communicating with one another; this

    game then becomes similar to marker-driven

    assassin/laser-tag games, but without the need for

    a marker.

    3.3.2 Mazes

    The player must navigate AR constraints tethered

    to real-world locations in order to navigate a

    maze. The AR constraints could appear as shrubs,

    walls, or simply lights in the air, and the path of

    the maze could either correspond to existing

    streets, or be entirely artificial and drawn within a

    large open space such as a sports field or

    gymnasium.

    3.3.3 Mobile platformers

    This is a close cousin to games such as Pac-Man

    or Super Mario Brothers. The player navigates

    challenges in an environment -- say, collecting

    coins and avoiding ghosts -- to reach a specific

    destination or a high score.

    3.4 Other Technologies

    Some of the possibilities of augmented reality

    gaming rely more on input or data collection

    interfaces than any other single technology.

    Stationary games associated with a desktop or

    laptop computer can rely on a full keyboard and

    mouse/trackpad setup. Mobile devices can make

    use of touchpads, or simply use a static point on

    the viewfinder as the cursor point. Speech

    recognition, particularly when integrated with a

    mobile AR device, will allow for more complex

    functions and games. But motion detection and

    face or image recognition will allow the kinds ofgames that often come to mind when

    augmented reality games are discussed.

    3.5 Motion Detection

    Games relying on physical motion on the part of

    the player will open the avenue to entirely new

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    categories of sport and exercise. To be sure, there

    are larger uses for motion detection in AR,

    including an interface based on a gesture

    vocabulary or the ability to interact with a virtual

    object in the same way as a physical one, but

    these games are not easily tackled by existing

    taxonomies.

    3.5.1 Exergames

    Motion detection allows just about any kind of

    exergame that could be imagined; the concept of

    a game like Kinetic for the PS2 and Eyetoy could

    realize its full potential, as would boxing,

    fencing, and dance games. The possibility is

    strong that this technology could also be used to

    teach real skills that require a high awareness of

    proprioception: martial arts, yoga, golf, etc.

    3.5.2 Quidditch and other fantasy sports

    Obviously augmented reality won't let anybody

    fly on a broomstick, but fantasy elements of a

    game like Quidditch -- balls that move of their

    own accord and with their own goals -- could

    definitely be ported to an augmented reality

    interface successfully. The best of these games

    will be completely native to AR, and may not

    have clear antecedents in traditional games orsports.

    3.6 Face and Image Recognition

    Identity recognition -- of people or of objects -- is

    another technology that will significantly

    advance the gaming possibilities of AR. RFID

    chips embedded in everyday objects will allow

    the AR game to detect the existence, location and

    purpose of everyday items such as furniture,

    vehicles, or clothing. Facial recognition willallow the AR environment to paint individuals

    with clothing, accessories, or other personal

    attributes in keeping with a game. Together, these

    technologies would allow one of the most

    ambitious goals of augmented reality gaming: the

    pervasive mobile MMORPG.

    3.6.1 Pervasive MMORPGs

    These technologies together would allow role-

    playing games to be played pervasively on a scale

    never before seen. Networked AR devices could

    alert players to others in close physical proximity,

    and the ability to identify common objects would

    allow the game to overlay them with a pervasive

    environment consistent to the game world.

    Pervasive MMORPGs will likely be a very long

    time in development, due to the many

    technologies required. We anticipate that one or

    more will launch sometime between 2015 and

    2020, depending on how quickly AR technology

    saturates the market.