Information

  • Publication Type: Technical Report
  • Workgroup(s)/Project(s): not specified
  • Date: January 1998
  • Number: TR-186-2-98-10
  • Keywords: augmented reality, interaction techniques, CSCW, virtual gaming

Abstract

We introduce a local collaborative environment for gaming. In our setup multiple users can interact with the virtual game and the real surroundings at the same time. They are able to communicate with other players during the game. We describe an augmented reality setup for multiple users with see-trough head-mounted displays, allowing dedicated stereoscopic views and individualized interaction for each user. We use face-snapping for fast and precise direct object manipulation. With face snapping and the subdivision of the gaming space into spatial regions, the semantics of actions can be derived out of geometric actions of the user. Further, we introduce a layering concept allowing individual views onto the common data structure. The layer concept allows to make privacy management very easy by simply manipulating the common data structure. Moreover, assigning layers to spatial regions carefully, a special privacy management is often not necessary. Moving objects from one region into another will automatically change their visibility and privacy for each participant. We demonstrate our system with two example board-games: Virtual Roulette and Mah-Jongg, both relying heavily on social communication and the need of a private space.

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BibTeX

@techreport{Szalavari-1998-CGAR,
  title =      "Collaborative Gaming in Augmented Reality",
  author =     "Zsolt Szalav\'{a}ri and Erik Eckstein and Michael Gervautz",
  year =       "1998",
  abstract =   "We introduce a local collaborative environment for gaming.
               In our setup multiple users can interact with the virtual
               game and the real surroundings at the same time. They are
               able to communicate with other players during the game. We
               describe an augmented reality setup for multiple users with
               see-trough head-mounted displays, allowing dedicated
               stereoscopic views and individualized interaction for each
               user. We use face-snapping for fast and precise direct
               object manipulation. With face snapping and the subdivision
               of the gaming space into spatial regions, the semantics of
               actions can be derived out of geometric actions of the user.
               Further, we introduce a layering concept allowing individual
               views onto the common data structure. The layer concept
               allows to make privacy management very easy by simply
               manipulating the common data structure. Moreover, assigning
               layers to spatial regions carefully, a special privacy
               management is often not necessary. Moving objects from one
               region into another will automatically change their
               visibility and privacy for each participant. We demonstrate
               our system with two example board-games: Virtual Roulette
               and Mah-Jongg, both relying heavily on social communication
               and the need of a private space. ",
  month =      jan,
  number =     "TR-186-2-98-10",
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  institution = "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology ",
  note =       "human contact: technical-report@cg.tuwien.ac.at",
  keywords =   "augmented  reality, interaction techniques, CSCW, virtual
               gaming",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/1998/Szalavari-1998-CGAR/",
}