Outdoor augmented reality gaming on five dollars a day

  • Authors:
  • Benjamin Avery;Bruce H. Thomas;Joe Velikovsky;Wayne Piekarski

  • Affiliations:
  • University of South Australia, Mawson Lakes, Adelaide, SA, Australia;University of South Australia, Mawson Lakes, Adelaide, SA, Australia;A-Rage Pty. Ltd., Mawson Lakes, Adelaide, SA, Australia;University of South Australia, Mawson Lakes, Adelaide, SA, Australia

  • Venue:
  • AUIC '05 Proceedings of the Sixth Australasian conference on User interface - Volume 40
  • Year:
  • 2005

Quantified Score

Hi-index 0.03

Visualization

Abstract

The latest hardware available for creating playable augmented reality games is too expensive to be used in consumer-level products at the current time. Low-end hardware exists that is much cheaper, but the performance of these hardware components seems to be inadequate for use in AR games in their current state. This paper discusses the hardware options available for a consumer-level AR gaming system, as well as the rationale behind selecting an appropriate sensor technology, head mounted displays, power sources, and controllers. We also outline the limitations presented by these hardware components and how they affect the possible game play. This paper presents a novel set of game design techniques and software solutions to overcome many of the hardware's limitations, and allows for games to be created that do not require more expensive high-end hardware platforms.