Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing
Personal and Ubiquitous Computing
The ALIVE system: wireless, full-body interaction with autonomous agents
Multimedia Systems - Special issue on multimedia and multisensory virtual worlds
AR-bowling: immersive and realistic game play in real environments using augmented reality
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Enabling View-Dependent Stereoscopic Projection in Real Environments
ISMAR '05 Proceedings of the 4th IEEE/ACM International Symposium on Mixed and Augmented Reality
Proceedings of the 20th International Conference of the Association Francophone d'Interaction Homme-Machine
HRI '12 Proceedings of the seventh annual ACM/IEEE international conference on Human-Robot Interaction
Interaction with an agent in blended reality
Proceedings of the 8th ACM/IEEE international conference on Human-robot interaction
Hi-index | 0.00 |
Video game players often learn to map their physical actions (e.g., pressing buttons) onto their on-screen avatars' actions (e.g., wielding swords) in order to play. We explored the experience resulted from eliminating this mapping by modeling the screen as a "window" through which virtual objects enter the player's physical space, and the player interacts with them directly without the mediation of an avatar. We define this interaction as "Blended Reality" (BR). We designed, developed, and evaluated a BR game prototype called "Apple Yard" in which the player was to use a wand to hit apples flying out of the screen. A camera was used to track the positions of the player's eyes and wand, and the 3D game scene was rendered accordingly to create the illusion of looking through a window. A user tests experiment conducted on this prototypes indicated BR's potential in camera-based entertainment.