AR-bowling: immersive and realistic game play in real environments using augmented reality

  • Authors:
  • Carsten Matysczok;Rafael Radkowski;Jan Berssenbruegge

  • Affiliations:
  • Heinz Nixdorf Institute, Paderborn, Germany;Heinz Nixdorf Institute, Paderborn, Germany;Heinz Nixdorf Institute, Paderborn, Germany

  • Venue:
  • Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
  • Year:
  • 2004

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Abstract

The game and entertainment industry plays an enormous role within the development and extensive usage of new technologies. They are one major technology driver concerning the development of powerful graphics hardware, innovative interaction devices and efficient game engines.Actual game developments show the trend to include the player with his whole body - the time of sitting in darkened rooms in front of a computer monitor is outdated. Therefore, special hard-and software components have been developed and new user interfaces have been designed allowing an unprecedented game play.The subsequent consequential step is to play games everywhere (independent from time and place), to include the game player completely in the game (high level of immersion) and to integrate the game seamlessly into reality (blurring the edges of reality and virtuality). Therefore, new and innovative technologies must be used. One of these technology is Augmented Reality.In this paper, we describe the use of Augmented Reality to enable an immersive and realistic game play in real environments. As game we chose bowling. To support the bowling game with AR-technology a dedicated concept has been developed. The level of game realism is enhanced by an integrated real-time kinematics multi-body system simulation. A first prototypical realization, which is used for user testings, confirms the previously identified potentials of AR-technology within game entertainment.