Dissertations / Theses on the topic 'Augmented reality and games'

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1

Rösler, Amanda. "Augmented Reality Games on the iPhone." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3255.

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Augmented reality opens up a lot of possibilities for new types of games, where the real and the virtual world are mixed. Despite this, augmented reality games are still not very common, probably due to the fact that head-mounted displays (which are often used for augmented reality) are expensive. However, in recent years mobile phones have become more and more powerful, and since many of them have built-in cameras and rather large screens, they are a potential platform for augmented reality games. This thesis explores some of the problems and possibilities associated with the creation of augmented reality games for the Apple iPhone. In order to do that, a multi-player augmented reality game for the iPhone was implemented, and then a number of performance tests and a user study were conducted. The most important conclusion that was reached is that performance is a definite problem when creating augmented reality games for the iPhone.
Augmented reality (förstärkt/utökad verklighet) öppnar upp nya möjligheter för spel där den virtuella världen kombineras med den verkliga. Trots detta så finns det inte många augmented reality-spel tillgängliga, vilket kan bero på att head-mounted displays (som ofta använda till augmented reality) är dyra och inte särskilt lätt att få tag på. Mobiltelefoner är däremot väldigt lättillgängliga och de senaste åren har de blivit mer och mer kraftfulla. Eftersom många av dem dessutom har inbyggda videokameror och relativt stora skärmar, så har mobiltelefoner blivit en potentiell plattform för augmented reality-spel. Denna rapport utforskar några av de problem och möjligheter som är associerade med skapandet av augmented reality-spel för Apples mobiltelefon, iPhone. Ett multi-player augmented reality-spel implementerades för iPhone, och sedan genomfördes ett antal prestanda-tester och en användarstudie. Den viktigaste slutsatsen som drogs var att prestanda är ett stort problem när man skapar augmented reality-spel för iPhone.
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2

Laurendi, Joseph Michael. "Augmented reality games : improved data layers." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66436.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 73-74).
The Scheller Teacher Education Program has been developing Augmented Reality (AR) games software for a number of years. In addition to allowing students to play AR games, the software allows students to create their own games based on a map, a set of characters, and a plot of their choosing. In an earlier version of the software, students were allowed to add "substances" (e.g. oil spills) to their games. The functionality for doing so did not give the student much control and was unintuitive to use. In this thesis, I propose and analyze a prototype of the design and implementation of a new, improved interface that allows students to add a generalized version of a "substance" to their AR games. This generalization of a "substance" is termed a "data layer"
by Joseph Michael Laurendi.
M.Eng.
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3

Nilsen, Trond. "Guidelines for the Design of Augmented Reality Strategy Games." Thesis, University of Canterbury. Computer Science and Software Engineering, 2006. http://hdl.handle.net/10092/1109.

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With augmented reality, we can create interfaces that merge virtual objects and data seamlessly with the real world, potentially improving collaboration and interaction. This technology offers opportunities for games, allowing new designs that merge the diverse social and physical interaction of real world games with rapid interactivity and computing power of digital games. To date, research has primarily focused on issues of technology, interaction design, and nfrastructure; the design of compelling play has received little attention. We play games because they are enjoyable; therefore, in order to create attractive games, we must understand enjoyment. In games, engagement, social interaction, and emotional involvement are among the most common causes. We can design for engagement in play using Csikszentmihalyi's model of 'flow'; for social play by making communication easy, natural, and useful; and emotional involvement by understanding the mechanisms by which games stimulate us. Alongside an understanding of enjoyment, lessons must be drawn from design experience. AR Tankwar is an augmented reality strategy game developed over the course of this thesis, and has been evaluated in the field at a large games convention, and in a detailed comparative study with existing games on tabletop and desktop PC. Evaluations revealed predictable limitations with the technology, but also provided insight into how designers can make best use of the medium. Based on these activities, and existing knowledge of interaction and collaboration in augmented reality, this thesis addresses compelling play in augmented reality by developing a set of design guidelines for augmented reality games, with particular focus on strategy games.
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4

Fekolkin, Roman. "Analysis of Augmented Reality Games on Android platform." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-14431.

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In this paper the research surrounding the Augmented Reality in games on Android platform was performed by testing 108 games from Google Play Market and by analyzing the hundreds of user reviews to determine the level of acceptance and the level of technical stability of the mobile games based on that technology. The Location-based, Marker-based and games based on somewhat different approach were studied and compared by the runtimes, game genres and by the featuring aspects including the presence of multiplayer mode, sound effects and the dimension that the virtual objects were positioned in. The overview of the studied games was presented in this paper. The results, for instance, include that the AR game variation is very narrow in terms of gameplay style and technical issues are very commonly encountered and it makes them very influential to the gameplay experience. The rareness of the multiplayer mode among the AR games was discovered meaning the domination of the single-player game designs. The Marker-based games were in general more computationaly heavy than Location-based games when it comes to the runtime performance.
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5

Wang, Tiffany (Tiffany N. ). "Case for usability : designing Outdoor Augmented Reality games." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46527.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2008.
Pages 95-96 blank
Includes bibliographical references (p. 87-88).
Creating a successful Outdoor Augmented Reality (OAR) game can be a complicated process. With every new feature added to the OAR toolset, games gain more levels of complexity, grow in size of content, and become increasingly difficult to produce and manage. In order to identify plausible methods to help alleviate some of the difficulties when creating OAR games, a heuristic usability evaluation of the existing Game Editor toolkit and an assessment of the needs of game designers were made as part of this research. Two new applications, the Desktop Editor and Remote Editor, were designed, prototyped, and evaluated by new and experienced game designers. The Desktop Editor offers new methods of visualizing and working with data which have proven to be useful features for creating games but also add difficulties to overall learnability. The Remote Editor offers on-location game editing capabilities which help expedite many of the tasks involved with creating and testing OAR games. Feedback and user tests suggest that the new applications offer valuable ideas for game editing features that would be beneficial in future iterations of the OAR Game Editor toolkit.
by Tiffany Wang.
M.Eng.
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6

Schrier, Karen L. "Revolutionizing history education : using augmented reality games to teach histories." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/39186.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2005.
Includes bibliographical references (leaves 154-162).
In an ever-changing present of multiple truths and reconfigured histories, people need to be critical thinkers. Research has suggested the potential for using augmented reality (AR) games- location-based games that use wireless handheld devices to provide virtual game information in a physical environment-as educational tools. I designed "Reliving the Revolution" as a model for using AR games to teach historic inquiry, decision-making, and critical thinking skills. "Reliving the Revolution" takes place in Lexington, MA, the site of the Battle of Lexington (American Revolution) and simulates the activities of a historian, such as evidence collection and interpretation. Participants interact with virtual historic figures and gather virtual testimonials and evidence on the Battle, each triggered by GPS to appear on the handheld devices depending on one's specific location on or around the Lexington Common. The participants collect differing evidence based on their historic role in the game (Minuteman soldier, loyalist, African American/Minuteman soldier, or British soldier) and then collaboratively evaluate who fired the first shot to start the Battle of Lexington.
(cont.) I envision "Reliving the Revolution" not as a standalone educational solution, but as an activity integrated into a broader history curriculum that teaches students how to approach and evaluate complex social problems. This thesis provides a detailed rationale for each of my design choices, as well as an assessment of each choice based on the results of iterative game testing. In my analysis of the game's design, I focus specifically on four game elements: (1) collaborative, (2) role-playing, (3) storytelling or narrative elements; and (4) kinesthetic and mobility. Results of trials of the game suggest that "Reliving the Revolution" and similar AR games can enhance the learning of: (1) historical name, places, and themes; (2) historical methodology and the limits to representations of the past; and (3) alternative perspectives and challenges to "master" historical interpretations. The game motivated participants to gather, evaluate, and interpret historical information, devise hypotheses and counter-arguments, and draw informed conclusions.
(cont.) My trials also suggested that AR games such as "Reliving the Revolution" can enhance learning because it can: 1. Create an authentic "practice field" for solving problems and using real-world contexts and tools. 2. Increase the potential for collaboration among participants, and enhance opportunities for reflection. 3. Enable participants to take on and express new identities through role-playing. 4. Encourage participants to explore more deeply a physical site and to consider interactions between the real and virtual worlds.
by Karen L. Schrier.
S.M.
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7

Finch, Ellen Yongin. "TaleBlazer : using iBeacons for indoor location-based augmented reality games." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/100594.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2015.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 75).
TaleBlazer is a platform for creating and playing location-based educational augmented reality games. This thesis describes the design and implementation of new indoor location-based functionality in TaleBlazer, based on the use of iBeacon technology. It describes how the new functionality can be used in indoor location-based games, and presents results from a pilot indoor game conducted with the Harvard Museum of Natural History.
by Ellen Yongin Finch.
M. Eng.
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8

Gustafsson, Axel. "Supporting Immersion of Board Games utilising Phone-based Augmented Reality." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21918.

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This thesis investigates a possibility of using phone-based Augmented Reality in a board game-setting in order to support immersion for experienced board game players. Using a user-centered design approach with workshops, interviews and play sessions to understand the qualities and applicability of phone-based Augmented Reality in combination with a board game, the research contributes with an advisory conclusion for future designers developing a board game including phone-based Augmented Reality components.
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9

Gustav, During. "Evaluating game experience when using augment reality : In real time strategy games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10938.

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Context. Augmented reality (AR) is a technology that uses the camera to display what is seen on the screen and adds digital informationover the picture. This study analyses how augmented reality mightaect game experience when applied to real time strategy games. Objectives. Evaluate the available development tools, to implementthe game prototype and the AR interaction. Then develop interactive methods for AR and traditional version. Create a basic articialintelligence, design the experiment to evaluate game experience, completion time and score. Methods. The experiment were executed after implementation of thegame, in this the participant played both the traditional and augmented reality version of the same game. Before starting to play participant lled out a pre inquiry about their previous experience withgames, tablets and computers. After playing they answered a postinquiry with questions about the game. The comparing experimentwas conducted with several participants in a controlled environment. Results. The results show that most participants thought that theAR version had an interesting mechanic and that the game experiencehad been enhanced when compared to the PC version. However theparticipants thought the controls where better on the PC. Conclusions. The results indicated that the game experience basedon player performance, decreased in the AR version and that the controls were better on the PC. The participants thought that the PCversion was a little easier to play. However about 71% of the participants thought the game experience on the AR version was interestingbecause they could move around while playing. The most enjoyableversion of the game varied a lot between participants, having a slightpreference for the PC version of the game. However, participantsmanifested an interest in playing a sequel of the game in the AR version.
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10

Lehmann, Sarah E. "TaleBlazer : implementing a multiplayer server for location-based augmented reality games." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85441.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (page 59).
TaleBlazer is a location-based, augmented reality game engine that allows users to both design their own games as well as play them on mobile devices. This thesis explores the addition of a multiplayer option that would allow users to design and play games involving multiple players in a single game world. It details how such a system would be set up to use with the existing TaleBlazer code and provides some results from initial tests of this prototype.
by Sarah E. Lehmann.
M. Eng.
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11

NolÃto, Carleandro de Oliveira. "An authoring tool for location-based mobile games with augmented reality features." Universidade Federal do CearÃ, 2015. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=17053.

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Conselho Nacional de Desenvolvimento CientÃfico e TecnolÃgico
Location-based mobile games are a special type of game where location technologies are employed to track players and to alter the rules of the games. Such games are a subclass of pervasive games whose playability advances according to the location of players. This work proposes an authoring tool to develop location-based mobile games enhances with augmented reality features. This tool was conceived from research studies on authoring tools and pervasive games. By analysing the related works, we have compiled the most common features of location-based mobile games and the main aspects presented in authoring tools for developing these games. Moreover, we have used focus groups to both enhance the creation of new scenarios for location-based mobile games and improve the usage of augmented reality in such games. Ultimately, we have compiled a set of requirements to design a software architecture for the development of an authoring tool. The designed architecture is composed of a server to manage running games, a web based system for developing these games, and a mobile application in which the games are executed. The main goal of this work is to provide a software solution that allows non-programmers to design, build and execute location-based mobile games. To assess the proposed work, we have designed and implemented a game called "Battle for Fortaleza" using the authoring tool. Besides, we have conducted interviews with users to validate the utility and the easiness of the tool to develop location-based mobile games.
Jogos mÃveis baseados em localizaÃÃo sÃo aqueles que fazem uso de tecnologias de localizaÃÃo e que agregam a posiÃÃo de seus jogadores nas regras do jogo. Estes jogos sÃo uma subclasse de jogos pervasivos em que a jogabilidade progride de acordo com a localizaÃÃo do jogador. Neste trabalho à proposta uma ferramenta de autoria para a criaÃÃo de jogos mÃveis baseados em localizaÃÃo, acrescidos com recursos de realidade aumentada. A concepÃÃo desta ferramenta foi feita com base em uma revisÃo da literatura sobre ferramentas de autoria e jogos pervasivos. A partir de trabalhos relacionados, buscou-se recolher as caracterÃsticas comuns de jogos mÃveis baseados em localizaÃÃo e caracterÃsticas de ferramentas de autoria para estes jogos. AlÃm disso, utilizou-se grupos focais para refinar os novos cenÃrios para jogos mÃveis baseados em localizaÃÃo, em particular a respeito de como a realidade aumentada pode ser utilizada nestes jogos. Com o estudo de ambos, na revisÃo da literatura e nos grupos focais foi produzido um conjunto de requisitos para projetar uma arquitetura de software para o desenvolvimento de uma ferramenta de criaÃÃo. Esta arquitetura à composta de um servidor para gerenciar os jogos em execuÃÃo, uma aplicaÃÃo baseada na web que permite a autoria dos jogos e um aplicativo para dispositivos mÃveis onde sÃo executados os jogos desenvolvidos. Nosso principal objetivo à fornecer uma soluÃÃo de software para permitir que usuÃrios nÃo-programadores possam projetar, construir e executar jogos mÃveis baseados em localizaÃÃo. A fim de avaliar a nossa ferramenta, foi projetado e implementado um jogo chamado âBatalha por Fortalezaâ, em que as funcionalidades da ferramentas sÃo demonstradas. AlÃm disso, buscou-se validar, com usuÃrios, se a ferramenta proposta consegue auxiliar na criaÃÃo de jogos de maneira fÃcil e intuitiva.
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Weber, Jessika. "Designing engaging experiences with location-based augmented reality games for urban tourism environments." Thesis, Bournemouth University, 2017. http://eprints.bournemouth.ac.uk/27176/.

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Gameplay has recently unfolded as playfulness in various cultural forms using mobile technologies. The rapid affordability paired with the latest technology improvements enabled the diffusion of mobile devices among tourists, who are among the most avid users of mobile technologies. The advent of mobile devices has initiated a significant change in the way we perceive and connect with our environment and paved the way for location-based, mobile augmented reality (AR) games that provide new forms of experiences for travel and tourism. With the recent developments like Pokémon Go and a prediction of 420 million downloads per year by 2019, the mobile game market is one of the fastest growing fields in the sector. Location-based AR games for mobile devices make use of players‟ physical location via the GPS sensor, accelerometer and compass to project virtual 2D and 3D objects with the build-in camera in real time onto the mobile game user interface (GUI) in order to facilitate gameplay activities. Players interact with the virtual and physical game world and overcome artificial challenges while moving around in the real environment. Where current mobile games withdraw players from reality, location-based AR games aim to engage players with the physical world by combining virtual and physical game mechanics in an enhanced way that increases the level of interactive educative and entertaining engagement. Despite some recent research on location-based AR games, game designers do not know much about how to address tourism requirements and the development of mediated playful experiences for urban tourism environments. This study explores the use of location-based AR games to create engaging and meaningful experiences with the tourism urban environment by combining interdisciplinary research of social sciences, (mobile) game design and mobile game user research (mGUR) to contribute to experience design in the context of travel and tourism. Objectives of the study are to identify the influence of key game elements and contextual gameplay parameters on the individual game experience (GX). To achieve the aim, the study has taken a pragmatic interpretivist approach to understand the player‟s individual GX in an evolving gameplay process in order to inform location-based game design. The project explores the interaction between the player, the game and the tourism context, which is assessed by a sequential triangulation of qualitative mixed methods. Two games were identified to be relevant for the tourism application that fulfilled the attributes of a location-based AR game. The first game is a role-playing adventure game, set in the time and place of the Cold War, called Berlin Wall 1989. The second game, Ingress, is a fictive, large area, massively multiplayer role-playing game that uses the real world as the battleground between two game fractions. A conceptual framework has been developed that presents the player engagement process with location-based AR games in urban tourism environments. The findings of the study indicate that gameplay is a moment-by-moment experience that is influenced by multiple aspects. The creation of engaging experiences between players, the game and the tourism context is related to six identified engagement characteristics; emotional engagement, ludic engagement, narrative engagement, spatial engagement, social engagement and mixed reality engagement. The study identified that the main motivations of playing a location-based AR game are the exploration of and learning about the visited destination, curiosity about the new playful activity and socialising with other players. Emotions underlie the creation of engagement stimulated by the alteration of playful interactions. The findings revealed that storytelling and simple game mechanics such as walking, feedback and goal orientation are essential elements in the creation of engaging experiences. Augmented reality, as a feature to connect the real with the virtual world, needs to create real added value for the gameplay in order to be perceived as engaging for players. The study proposes serious location-based AR games as an alternative form for tourism interpretation and has showed opportunities to enhance the tourist experience through self-directed, physical and mental interaction between players, the environment and the location-based AR game. The findings of the research illustrate the complexity of designing location-based game experiences. The developed conceptual framework can be used to inform future location-based AR game design for travel and tourism.
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13

Stanescu, Robert. "Designing a conceptual framework for reusable Alternate Reality Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20221.

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The main drawback of Alternate Reality Gaming, compared to other genres, is that it lacks reusability; typically it cannot be played freely by anyone, anytime, anywhere. However, with the help of modern technology, especially in the mobile devices section, this can be overcome, at least to a certain extent. Therefore, we propose a conceptual framework built upon these challenges raised by other ARGs, a framework meant for game designers and developers that wish to create reusable ARGs, to add reusability to their own ARGs or even turn their digital games into a mixed experience. We designed it by reviewing relevant literature of past ARGs that had a reusable or a digital component, from which we have drawn conclusions and mixed them with our own ideas. Then we tested it iteratively by developing two prototypes and evaluating them through user feedback.
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Tobar, Muñoz Hendrys Fabián. "Supporting technology for augmented reality game-based learning." Doctoral thesis, Universitat de Girona, 2017. http://hdl.handle.net/10803/450519.

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In this thesis, Augmented Reality Game-Based Learning (ARGBL) is explored and arguments are given in favor of its application in the classrooms. The thesis explores the concept and proposes technologies, theories and recommendations to help teachers and designers to include it in their learning activities. Here, the thesis shows a state of art on AR and GBL showing the previous works that support its application. This state of art also shows the strategies that have been used to design and create AR and GBL experiences An exploratory scenario is shown where an ARGBL game was used for a reading comprehension activity in a classroom; an AR book involving a game was used. The thesis proposes a method named “Co-CreARGBL” that is meant to guide teachers and professional designers in the creation, deployment and evaluation of ARGBL experiences. Finally. the thesis argues for the validity of the method
En esta tesis el Aprendizaje Basado en Juegos con Realidad Aumentada (ARGBL) se explora y se presentan argumentos en favor de su aplicación. La tesis explora el concepto y propone tecnologías, teorías y recomendaciones que ayudan a profesores y diseñadores a incluir el ARGBL en sus actividades de aprendizaje. Contiene un estado del arte en AR y GBL mostrando conceptos y trabajos relacionados. Este estado del arte también muestra estrategias que han sido usadas para diseñar y crear experiencias de AR y GBL. Se describe un escenario exploratorio donde un juego ARGBL fue usado en una actividad de comprensión de lectura en un salón de clase; un libro con AR que incluía un juego fue desarrollado y usado. La tesis propone un método para guiar a profesores y diseñadores en la creación, despliegue y evaluación de experiencias ARGBL. Finalmente, la tesis argumenta en favor de la validez del método
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Schmeckpeper, Benjamin Arthur. "Outdoor augmented reality n-th game editing suite." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/41669.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2007.
Includes bibliographical references (p. 57).
OARnGES was developed to be a comprehensive Augmented Reality game development tool. Augmented Reality provides players a view of the real world augmented with virtual characters and information. Augmented Reality has proved to be a valuable educational tool, but bridging the gap between experimental game engines and in-class deployment has proved difficult. OARnGES attempts to close that gap by removing the technical barriers of game development. The Augmented Reality engine framework is still in flux and OARnGES provides a stabilizing layer between the developer and the platform.
by Benjamin Arthur Schmeckpeper.
M.Eng.
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Mazouzi, M. (Mounib). "Exploring the use of smart glasses, gesture control, and environmental data in augmented reality games." Master's thesis, University of Oulu, 2017. http://jultika.oulu.fi/Record/nbnfioulu-201803061300.

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Abstract. In the last decade, augmented reality has become a popular trend. Big corporations like Microsoft, Facebook, and Google started to invest in augmented reality because they saw the potential that it has especially with the rising of the consumer version of the head mounted displays such as Microsoft’s HoloLens and the ODG’s R7. However, there is a gap in the knowledge about the interaction with such devices since they are fairly new and an average consumer cannot yet afford them due to their relatively high prices. In this thesis, the Ghost Hunters game is described. The game is a mobile augmented reality pervasive game that uses the environment light data to charge the in-game “goggles”. The game has two different versions, a smartphone and smart glasses version. The Ghost Hunters game was implemented for exploring the use of two different types of interactions methods, buttons and natural hand gestures for both smartphones and smart glasses. In addition to that, the thesis sought to explore the use of ambient light in augmented reality games. First, the thesis defines the essential concepts related to games and augmented reality based on the literature and then describes the current state of the art of pervasive games and smart glasses. Second, both the design and implementation of the Ghost Hunters game are described in detail. Afterwards, the three rounds of field trials that were conducted to investigate the suitability of the two previously mentioned interaction methods are described and discussed. The findings suggest that smart glasses are more immersive than smartphones in context of pervasive AR games. Moreover, prior AR experience has a significant positive impact on the immersion of smart glasses users. Similarly, males were more immersed in the game than females. Hand gestures were proven to be more usable than the buttons on both devices. However, the interaction method did not affect the game engagement at all, but surprisingly it did affect the way users perceive the UI with smart glasses. Users that used the physical buttons were more likely to notice the UI elements than the users who used the hand gestures.
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Wang, Chiu Ni. "Challenges of a Pose Computation Augmented Reality Game Application." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1308343661.

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Mossum, Veronika. "Designing for smartphone AR games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20259.

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Efter en tillfällig intresseminskning åren efter 2012, har AR nu nått en stadig takt av ökat intresse. Med smartphones som en ny plattform för AR applikationer, förflyttas forskningen till ett bredare fält och når en större användargrupp. Syftet med denna undersökningen är att bidra med kunskap i detta snabbväxande område, med fokus på interaktionsdesign för AR applikationer. Hur ser design strategierna ut i AR spel och om det finns några riktlinjer, hur används dem? En tvådelad innehållsanalys har genomförts som en del av denna uppsats. Första delen använder sig av ett kodsystem för att undersöka vilka av 16 utvalda designkategorier som finns i de testade spelen. 80 spel har analyserats, både på Android och iPhone. Den andra delen av innehållsanalysen är en djupanalys av tre spel med syfte att nå djupare kunskap. Pokemon GO, Stack it och Stack testades i denna delen och analyserades utifrån interaktionsdesignteorier. Denna uppsats har kommit till slutsatserna att likheter mellan de valda designstrategierna går att finna bland de testade spelen, småskaliga spel som använder SLAM har funnits vara det vanligaste och pekskärmen är det huvudsakliga interaktionssättet. De använda interaktionsdesignsteorierna som använts i andra testdelen har funnits vara användbara för att analysera mobila AR spel.
After a decline short after 2012, AR applications have now reached a steady pace of increasing interest. With smartphones as the new main platform for AR, the research moves in to a broader field and reaches a bigger user group. The aim for this thesis is to contribute knowledge in this fast-developing field. The focus is on the interaction design for AR applications. How does the design strategies look in AR games and if there are any guidelines, how are they used? Two parts of a content analysis has been performed in this thesis. The first part uses a code scheme to test which of 16 selected design categories are present in the tested games. 80 games were analyzed. The second part of the content analysis was a in depth content analysis of three games to get a deeper knowledge. Pokémon GO, Stack it and Stack were tested in this part and analyzed with the help of interaction design theories. The conclusion is that similarities can be seen in the design strategies, small scale games using SLAM are the most common and the touchscreen are the main interaction. The used interaction design theories are useful for analyzing AR games.
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Chang, Stephanie N. (Stephanie Ni-Wen). "TaleBlazer zap and go with organizations : a platform for managing and broadcasting location-based augmented reality games." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/91448.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2014.
Cataloged from PDF version of thesis.
The TaleBlazer mobile application, developed by the MIT STEP Lab, allows users to create and play custom location-based augmented reality games. Many of the current games are created by TaleBlazer partner organizations, but the means of sharing these games with the general public is difficult and restricted. Zap and Go was conceived as an easier way for organizations to broadcast games to the public, and for the public to download, find, and play these games on their personal mobile devices. This paper presents the backend modifications and user interface designs implemented to support the desired Zap and Go features. This work paves the way for an improved gameplay experience and the growth of the TaleBlazer user base.
by Stephanie N. Chang.
M. Eng.
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Straight, Ryan M. "An Exploratory Study of Augmented Reality and Mobile Games Examining Ingress Player Motivation and Potential Educational Value." Ohio University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1426691458.

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Lundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.

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The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board games and digital technology gives interesting information on the activity and provides a foundation for new design. The dice is world famous, so this study aims to find out how this piece can evolve with the help of technology. By working with concept driven design, in relation with an AR game studio, the AR Dice and the AR Game DiceFold was invented. A qualitative method was used in which experts of the industry got together to discuss the new experiences of AR games and the functionality of the AR Dice which might become a new part of the gaming world in the near future. The findings of this study lead to three promising discoveries. A new gaming component, new AR game and further answers regarding research in the scopes of AR games.
Spelindustrin förändras och nya former av spel och upplevelser utvecklas. Från brädspel till datorspel till de nyaste AR och VR spelen. Just nu arbetar utvecklare med att skapa nya upplevelser där det virtuella kombineras med verkligheten till en fulländad och trovärdig mix. Detta skapar utrymme för nya möjligheter at implementera teknologi i klassiska artefakter. Inom kontexten av brädspel finner vi många fysiska spelobjekt och tärningen är vald som huvud-karaktären för den här studien. Placerad mellan brädspel och digitala spel kommer nu AR spel. Tidigare forskning inom brädspel och teknologi gav intressant information inom kontexten och agerar som riktlinjer och som grund för ny design. Tärningen är världskänd så siktar den härstudien mot att ta reda på hur det här objektet kan utvecklas med hjälp av teknologi. Genom att arbeta med konceptdriven design och i nära relation med en AR spelstudio, designades den nya AR tärningen och det nya AR spelet DiceFold. En kvalitativ metod användes där experter inom industrin diskuterade de nya möjliga upplevelser inom AR spel och funktionaliteten hos AR tärningen, som kanske kan bli en ny del inom spelvärlden i en snar framtid. Denna studie resulterar i tre olika saker, den nya spel komponenten AR tärningen, det nya AR spelet DiceFold och mer information inom forskning av AR spel.
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22

Kuru, Muhammed Furkan. "A Script Based Modular Game Engine Framework For Augmented Reality Applications." Master's thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/3/12611037/index.pdf.

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Augmented Reality (AR) is a technology which blends virtual and real worlds. The technology has various potential application domains such as broadcasting, architecture, manufacturing, and entertainment. As the tempting developments in AR technology continues, the solutions for rapid creation of AR applications become crucial. This thesis presents an AR application development framework with scripting capability as a solution for rapid application development and rapid prototyping in AR. The proposed AR framework shares several components with game engines. Thus, the framework is designed as an extension of a game engine. The components of the framework are designed to be changable in a plug-in system. The proposed framework provides the developers with the ability of agile coding through the scripting language. Our solution embeds a dynamic scripting programming language (Python) in a strictly typed static programming language (C++) in order to achieve both agility and performance. The communication between the AR framework components and the scripting programming language is established through a messaging mechanism.
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Trimailovas, Igoris. "MagMAR. Collaborative, Mobile Augmented Reality supported game with player generated content." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23432.

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Playing games in the museums enabled teachers to engage young museum visitors in the museum experience more deeply and made the place seem more fun. Aim of these games is to encourage the young visitors to investigate the museum on their own and learn some new information in more informal way. However these games usually have predefined content and are played using pen and paper, both becoming less appealing to the younger generation.This work aims at investigating how todays technologies can make these games more appealing to the younger generation while still providing some level of educational content. In particular the main goal is to study if removing the predefined content from a collaborative game and allowing the players to create their own game content will provide sufficient levels of motivation and engagement for the intended end users. Secondary goal is to study if Mobile Augmented Reality is accepted and useful technology to create a link between real and digital worlds in a museum setting.The outcome of this work is an analysis of a game that allows the players to create their own game content, connected to the particular museum the game is played in and an implementation of such a game that uses Augmented Reality as a link between digital and real world. Followed by analysis of a Web Interface that allows the supervisor of the game to control some of the content and monitor the players game progress in real time. A detailed implementation documentation of the prototype is provided that supports the provided storyboard. A usability study was performed to reveal limitation of the prototype and the design of the game itself. The game prototype as well as the prototype of the Web interface were used in a field experiment with intended end users at the Museo Del 900 in Milan. The results of the field experiment were the basis for the project evaluation.A workshop paper based on the work done in this thesis has been submitted at the MasIE workshop in collaboration with my supervisor Monica Divitini, my co-advisor Ines Di Loreto and Micaela Mander.The conclusions of the work might be of use to researchers working on a similar problems or might serve as a base for longitudinal research to assess academical gains of such an application.
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Cheung, Priscilla 1980. "Charles River City : an educational augmented reality simulation pocket PC game." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/27096.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2004.
Includes bibliographical references (p. 79).
This thesis has designed and implemented Charles River City, an educational, location-based augmented reality simulation game that uses Pocket PC devices and GPS technology. As mobile devices and processing power become more common and affordable, high school teachers can take advantage of these technological advances to explore new channels for teaching and motivating students. The Charles River City game seeks to engage middle to high school students in learning science in a fun and innovative way. The story and background in the game is loosely based on a previous work called River City, a desktop multi-player virtual simulation game. In Charles River City, students work in teams to investigate the cause of several illnesses in a virtual town. Through interviewing virtual characters, gathering water samples, and analyzing collected data, students learn to think and solve problems as a scientist would. A test run of the game shows that the simulation game is an effective teaching tool that gives students a hands on experience in solving a real world problem that is fun and challenging.
by Priscilla Cheung.
M.Eng.
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Eklund, Anton, Axel Nygårds, and David Smeds. "GeoFort: Mobile Game for Motivating Physical Activity using Gamification and Augmented Reality." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355812.

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With technology continuing to advance, a lot of everyday tasks are becoming easier to perform and less physically demanding. However, as a result of this, peoples lives are also becoming more sedentary. There is a need for motivating people to be more active. The project's solution to this problem was to develop a mobile game application which made use of Augmented Reality (AR) technology together with GPS to be able to set the outdoor world as the playing field. Along with using the science of gamification, we strove to create a gameplay that encourages players to continue to play. The resulting game makes the player move outdoors to be able to progress within the game. This feature of the game counteracts sedentary behavior. The results suggest that the use of gamification is an important aspect of making a game that players find fun and motivating. The AR technology was less important and needs more functions than just being able to view 3D-models.
Med fortsatta avancemang inom teknologi, blir vardagliga uppgifter lättare att utföra och mindre fysiskt ansträngande. Dock som ett resultat av detta blir människors vardag mer stillasittande. Det finns ett behov av att motivera människor till att bli mer aktiva. Projektets lösning till detta problem var att utveckla ett spel till mobiltelefoner som använde sig av Augmented Reality teknologi ihop med GPS för att sätta upp världen utomhus som spelplan. Tillsammans med vetenskapen om spelifiering, strävade vi efter att skapa en spelupplevelse som uppmuntrar spelare att fortsätta att spela. Det resulterande spelet kräver att spelare rör på sig utomhus för att kunna nå framsteg inom spelet. Denna aspekt av spelet motverkar stillasittande beteende. Resultaten föreslår att användningen av spelifiering är en viktig aspekt i skapandet av ett spel som spelare finner roligt och motiverande. Användningen av AR-teknologi var mindre viktig och behöver fler funktioner än att bara kunna visa 3D-modeller.
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Lam, Benny, and Jakob Nilsson. "Creating Good User Experience in a Hand-Gesture-Based Augmented Reality Game." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-156878.

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The dissemination of new innovative technology requires feasibility and simplicity. The problem with marker-based augmented reality is similar to glove-based hand gesture recognition: they both require an additional component to function. This thesis investigates the possibility of combining markerless augmented reality together with appearance-based hand gesture recognition by implementing a game with good user experience. The methods employed in this research consist of a game implementation and a pre-study meant for measuring interactive accuracy and precision, and for deciding upon which gestures should be utilized in the game. A test environment was realized in Unity using ARKit and Manomotion SDK. Similarly, the implementation of the game used the same development tools. However, Blender was used for creating the 3D models. The results from 15 testers showed that the pinching gesture was the most favorable one. The game was evaluated with a System Usability Scale (SUS) and received a score of 70.77 among 12 game testers, which indicates that the augmented reality game, which interaction method is solely based on bare-hands, can be quite enjoyable.
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Sundström, Emil. "Shared Augmented Reality : Developing a Multiplayer AR Mobile Game to Study Playability." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-75952.

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The purpose of this study has been to investigate if the Pervasive GameFlow Model is suitable for evaluating Player Experience in Augmented Reality games. The work has described a definition of Augmented Reality, how it generally operates and reviewed common challenges when developing Augmented Reality applications. A prototype game has been developed, based on a previous concept of merging board games with computer games using Augmented Reality. After development, the game has been tested with a method based on the Pervasive GameFlow Model. Results showed the model to be suitable for future tests and evaluations, but did not produce data for evolving the game design. Generating such data would require execution of additional testing methods.
Syftet med denna studie har varit att undersöka om Pervasive GameFlow Modellen är lämplig för att utvärdera spelarupplevelse i Augmented Reality-spel. Arbetet har beskrivit en definition av Augmented Reality, hur det generellt fungerar och granskat vanliga utmaningar vid utveckling av Augmented Reality-applikationer. Ett prototypspel har utvecklats, baserat på ett tidigare koncept för att slå samman brädspel med datorspel med hjälp av Augmented Reality. Efter utveckling har spelet testats med en metod baserad på Pervasive GameFlow Modellen. Resultat visade att modellen var lämplig för framtida tester och utvärderingar, men producerade inte data för att utveckla speldesignen. Generering av sådan data skulle kräva utförande av ytterligare testmetoder.
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Halvarsson, Jonas. "Using SLAM-based technology to improve directional navigation in an Augmented Reality game." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-151488.

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Augmented reality (AR) gaming, where the real world is overlaid with objects or information to create new gaming experiences, is one of the latest trending technologies. This is due to increases in development tools, mobile device availability and mobile device performance. This thesis compared an existing augmented reality treasure hunt game, based on image tracking, with a prototype based on simultaneous localization and mapping (SLAM) to find differences and improvements in this genre. It was found that the SLAM based prototype that drew treasure hunt hints into the world using AR was significantly more fun to use and also more challenging than the game based on image tracking. This could be used to create AR games for broader demographics as well as make existing experiences more immersive and engaging. More studies could be conducted in this area. Both to find more differences between the technologies in different circumstances and also to investigate other AR navigation systems.
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Sacashima, Rosemery Emika. "A realidade aumentada: desafios técnicos e algumas aplicações em jogos e nas Artes Visuais." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/27/27159/tde-12122011-222704/.

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A investigação desta dissertação consiste em definir os conceitos de Realidade Aumentada, seus desafios técnicos e tecnológicos, mapear as várias áreas de sua aplicação e quais as suas contribuições na criação das poéticas visuais. Para essa finalidade, tornou-se necessário o entendimento do processo histórico da Realidade Virtual do qual faz parte como uma linha de pesquisa, com seus desafios e aspectos específicos. Podemos perceber, ao longo da pesquisa, que a área dos jogos eletrônicos, com seus interesses mercadológicos, estimula o desenvolvimento tecnológico do sistema de Realidade Aumentada. E que alguns recursos dos sistemas de Realidade Aumentada têm sido utilizados por artistas visuais nas suas criações poéticas, integrando o observador em suas obras e estimulando novas implicações às tecnologias.
The investigation of this thesis sought to define the concepts of Augmented Reality, its technological and technical challenges, to map its various fields of application and reveal its contribution to the creation of visual poetry. To achieve that, it was necessary to understand the historical process of Virtual Reality, to which it belongs as a line of research with its challenges and specific features. We could realize along the research that the area of electronic games with its increasing interest in the market fosters the technological development of the Augmented Reality system. Moreover, some resources of the Augmented Reality systems have been used by Visual artists in their poetic creations, integrating the observer to their works and encouraging new approaches towards technology.
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Punako, Ronald Jr. "Computer-Supported Collaborative Learning Using Augmented and Virtual Reality in Museum Education." Thesis, Nova Southeastern University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10841922.

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Recent advancements in the cost, availability, and capability of augmented reality (AR) and virtual reality (VR) devices and software are spurring their mass distribution to the public. This fundamental shift in the use of AR and VR predominantly from military and academic research laboratories to the public presents new opportunities and challenges for the design of instructional technology. While studies of AR and VR have been conducted to inform the design of individual instructional products, few studies have focused on computer-supported collaborative learning (CSCL) products in which AR and VR learners work together toward shared learning goals.

The museum education industry possesses unique and inherent characteristics that position it as a strong candidate for the development and deployment of CSCL-ARVR products. Tourism locations, such as museums, provide an exemplary environment for advanced learning technology experimentation in which information technology infrastructure and programs of instruction are often already in place and in which many tourists already possess smartphones and or tablets that may be used to mediate location-based educational experiences.

The goal was to conduct formative research to develop a tentative instructional design theory that can be used to guide the creation of CSCL-ARVR instructional products. Instructional design theory and software engineering practices were applied to guide the design of a CSCL-ARVR instructional product prototype to support museum education. The prototype, named Co-Tour, was designed and developed to enable remotely-located VR participants to collaborate with AR participants located within a tourism location to jointly navigate the location, examine exhibits and answer questions about exhibits related to a problem-based learning instance. Formative data were collected and analyzed, and the results were used to develop a tentative instructional design theory.

Mixed Reality Museum Co-Visit Theory is proposed to inform the design and development of CSCL-ARVR co-visitation experiences for museums. A theoretical framework was developed and was informed by CSCL, game-based learning, social constructivist theory, flow theory, and the construct of camaraderie. Five values supporting the goal were elaborated to guide theory methods production including fostering of collaboration, leveraging of informal learning activities, incorporation of motivational elements, favoring of loose organization, and provision an effective user interface. Future research should focus upon replication towards validation and generalizability of results and upon the broader museum going population.

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Shea, Andrea Misao. "Student perceptions of a mobile augmented reality game and willingness to communicate in Japanese." Thesis, Pepperdine University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3619866.

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Communication is a key component in learning a second language (L2). As important as the ability to communicate in the L2 is the willingness to use the L2 or, what has been identified in the literature as Willingness to Communicate (WTC). Language is best learned when situated in, and based on, real-life experiences. Technological tools such as virtual worlds, mobile devices, and augmented reality (AR) are increasingly used to take language learning outside of the classroom. The affordances (e.g., portability, engagement, context-sensitivity) of these tools may have an impact on the following WTC antecedents: perceived competence, reduced L2 anxiety, security, excitement, and responsibility. The nature of this impact suggests that an AR mobile game may positively affect students' WTC. The purpose of this case study was to examine student perceptions regarding the use and design qualities of an AR mobile game in the language learning process and the effect of these qualities on student perceptions of their WTC. Nine students in a second-year Japanese language class at an institute of higher education in California participated in the study by playing an AR mobile game for three weeks. Data were collected through a demographic survey, game-play observations, game artifacts in the form of images and audio, game log data, and interviews. Findings suggest that AR mobile games can provide a viable means to take language learning outside the classroom and into self-selected spaces to affect positively students' WTC. From this investigation, it is evident that AR mobile language learning games can: (a) extend learning outside the classroom, (b) reduce L2 anxiety, and (c) promote personalized learning.

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32

Xu, Yan. "Exploring social play in a shared hybrid space enabled by handheld augmented reality." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45940.

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Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it? In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociological theories to the domain of social games. I generate a list of theory-based design guidelines for co-located social games, especially HAR games. I prove its usefulness through the user study on an HAR game that embodies a subset of these design guidelines. Fourth, this thesis work is a case study that bridges Human Computer Interaction knowledge and methods with game design practices. It shows the outcome and benefits of multidisciplinary research, calling for more effort in integrating reality-based interfaces, as playful and experimental design materials, into different phases of game design process.
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Tassinari, Francesca. "Markerless Augmented Reality a supporto del patrimonio artistico culturale: un caso di studio applicato alle tombe di Koguryo." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

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L'obiettivo di questa tesi è lo studio e la realizzazione di un'applicazione di realtà aumentata senza l'utilizzo del marker in modo da rendere noto a tutti gli utenti la bellezza delle tombe di Koguryo tramite la ricreazione delle pareti e dei dipinti che si trovano al loro interno in modo virtuale, così da non andare ad intaccare tali opere tramite una visita reale. L'applicazione è stata pensata per trasmettere informazioni cercato il metodo più diretto ed affascinante in modo che tali nozioni possano essere adatte a tutte le tipologie di visitatori che un ipotetico sito archeologico potrebbe ospitare. In particolare questa tesi è nata grazie alla collaborazione con gli studenti del corso di Laurea Magistrale Internazionale di Conservazione dei Beni Culturali dell'Università di Bologna con Sede a Ravenna che hanno permesso lo studio di queste tombe, quale fosse il modo migliore per la loro conservazione e quali sono le cause della degradazione dei murali all'interno di questo bene che fa parte del patrimonio mondiale.
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Grahn, Ivar. "The Vuforia SDK and Unity3D Game Engine : Evaluating Performance on Android Devices." Thesis, Linköpings universitet, Programvara och system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139436.

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This paper evaluates major features of PTC’s augmented reality SDK Vuforia, available for Android, iOS and the Unity3D game engine. The performance of these features are evaluated in terms of frame rate and power consumption and the testing prototypes are developed using Unity3D. Augmented reality is a rapidly growing medium and the Vuforia SDK is very popular with over 325 000 registered developers and thousands of published applications. Despite being used to such extents, there are surprisingly few works evaluating different aspects of its performance. This paper provides an introduction to augmented reality and describes the technology used by the Vuforia SDK to deliver said features. This paper shows that Vuforia is capable of maintaining sufficient performance with interactive frame rates over 20 Hz in most cases. The power consumption of these features reduces the battery lifetime to acceptable levels, suitable for hand-held devices. In some cases, however, the performance in terms of frame rate reaches levels lower than recommended. These cases should be considered by developers looking to use Vuforia.
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Fergusson, Christopher, Daniel Karlsson, and Festim Zuta. "Agent O - Utvecklingen av ett mobilt lärospel." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23906.

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I denna rapport vill vi lyfta fram de möjligheter och begränsningar som finns för att skapa nya engagerande läromiljöer genom att implementera ett mobilt lärospel i ett svenskt skolsammanhang. För att exemplifiera detta har vi i vårt projekt skapat ett mobilt lärospel kallat Agent O, som två högstadieskolor med ungdomar mellan 15-16 år gamla fått testspela.
This essay is a product of our bachelor of science in interactiondesign. Our focus in this project was to evaluate the mobile learning game from MIT and transform it so it would fit into Swedish schools and to redesign the interface from an interactiondesigners perspective and make it more goal-orientated for teenagers at the age of 13 to 16 years old. This resulted in the mobile learning game called Agent O. A learning game with the main purpose to evolve an interaction between the pupils and the pedagogical material through a handheld computer. Taking the learning procedure to a level where the learning part differs as when reading a textbook or solving a mathematic equation. Learning by doing may encourage the teenager to be active in the lecture in a progressive way.In this essay we present the theoretical basis by giving a background and context description of technology where it has been used as an educational complement. We will describe the limitations when designing an interface for mobile games, and look upon the possibilities for this kind of mobile learning game in Swedish schools. We have performed two main usertests at two schools in Malmö and the results of these tests are presented in the report.
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Jones, Adam McFaul. "Starts and Stops: Multimodal Practices for Walking as a Group in an Augmented Reality Place Based Game." PDXScholar, 2016. http://pdxscholar.library.pdx.edu/open_access_etds/2748.

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Augmented reality, place-based games utilize GPS-enabled maps and mobile media recording devices to shift traditional classroom activities into real-world contexts. AR-games for second language learning is a new field of research, and few studies have examined the kinds of face-to-face interactions players engage in during AR-games. Using intensive, multi-camera video data of English language learners playing an AR-game, ChronoOps, this thesis describes how groups start and stop walking during gameplay. The method used is conversation analysis, and this study draws from theories of embodied and distributed cognition, situated learning, and interactional competence Walking to and from various destinations as a group is an important action for accomplishing the ChronoOps game. Thus, starting and stopping are sites where players orient to the tasks and environment of the game. Results show that starts and stops are projectable and accountable actions comprised of multiple semiotic fields including linguistic, gestural, and embodied practices. Furthermore, starts and stops are contingent on players' orientation to their place within the campus and game destinations, but also their place within the locally constructed nature of the AR-game task organization. These findings have implications for future research theories of learning in SLA and AR-games.
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37

Ben, Yahia Abdelaziz. "ABY Interactive: A Business Plan for an Interactive Media Company." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/354.

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Abstract Interactive Media and Game development are experiencing an incredible growth the recent year. Digital devices are in constant evolution, and the developers/artist are glad to unleash their full potential by creating innovative content that take advantage of those capacities. Although creation and innovation is not what is limiting this field, the business side to this industry is the biggest challenge to this kind of content. Making a good product needs a team effort, and these employees will obviously need good money for their expertise, which, means the product needs to be funded to make it happen. In this context I find myself in the perfect position for this kind of adventure as I both love games and I like to play the role of the entrepreneur/problem solver. As a Fulbright scholar I feel my self-obligated to help my country back with all the knowledge and the opportunities I got offered by coming here and learning from U.S professionals in the industry This brings us to the core of this thesis, by doing a Co-op job in Petricore, shadowing its CEO and surrounding myself by a huge community of professionals from the industry, researching the best way to start my own startup €œABY€� in the same industry in Tunisia. I will also using auto ethnography and interviews to collect relevant data in an ultimate goal of building a lightweight business plan to guide me in starting this adventure in my home country.
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38

Nakamura, Ricardo. "Vídeo-Avatar com detecção de colisão para realidade aumentada e jogos." Universidade de São Paulo, 2008. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-01102008-132754/.

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A proposta deste trabalho é demonstrar a viabilidade de um sistema para inserção de um vídeo-avatar interativo em um ambiente virtual 3D, utilizando-se somente um computador pessoal e câmeras domésticas. Sua contribuição, em relação a trabalhos similares, consiste em integrar técnicas e algoritmos em uma solução inovadora de baixo custo computacional, voltada principalmente para aplicações de educação e entretenimento. Este trabalho expande as pesquisas realizadas anteriormente no Laboratório de Tecnologias Interativas sobre vídeo-avatares para teleconferência. O vídeo-avatar proposto é posicionado corretamente em relação a outros objetos do ambiente virtual e pode interagir com eles, sem a utilização de técnicas de reconstrução geométrica que apresentam altos custos de processamento. A demonstração da viabilidade da proposta é feita através da implementação de protótipos.
The proposal of this work is to demonstrate the feasibility of a system for the insertion of an interactive video avatar in a 3D virtual environment, using a single personal computer and home-use cameras. Its contribution, relative to similar works, consists in integrating techniques and algorithms in an innovative solution with low computational cost, aimed mainly at educational and entertainment applications. This work extends research previously performed at the Laboratório de Tecnologias Interativas about video avatars for teleconferencing. The proposed video avatar is correctly positioned in relation to other objects in the virtual environment and is capable of interacting with them, without resorting to geometric reconstruction techniques that present high processing costs. The demonstration of the feasibility of the proposal is performed through the implementation of prototypes.
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39

Tokunaga, Daniel Makoto. "Técnicas de reconstrução e renderização de vídeo-avatares para educação e jogos eletrônicos." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-20082010-161313/.

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Propiciar uma boa experiência de imersão ao usuário, quando este interage com conteúdos ou ambientes virtuais, é um dos principais desafios dos desenvolvedores e pesquisadores de tecnologias interativas, com destaque para realidade virtual e aumentada. Em especial nas áreas de educação e entretenimento, nas quais o engajamento do usuário e a significância dos conteúdos são cruciais para o sucesso da aplicação, é comum a busca por uma experiência que se aproxime de uma imersão total do participante. Quando as atividades envolvem interações a distância, um possível meio de se obter maior imersão são os chamados sistemas de telecomunicação imersiva. Tais sistemas oferecem compartilhamento de um ambiente virtual e troca de informações entre participantes remotos, além da interação desses com o ambiente. Um componente importante desses sistemas é o vídeo-avatar, uma representação visual do participante dentro do ambiente, baseado em sua captura de vídeo em tempo-real. Este trabalho apresenta novas propostas de reconstrução geométrica e renderização para a geração e apresentação de um vídeo-avatar. Inicialmente, um modelo teórico para se modularizar as técnicas de reconstrução e renderização existentes foi proposto. Por meio desse modelo foi criada uma nova técnica de reconstrução geométrica e renderização, denominada Video-based Microfacet Billboarding. Essa técnica emprega uma reconstrução e renderização em tempo-real que possibilita a representação de detalhes e melhora a percepção de integração com o ambiente. É também proposta neste trabalho o conceito de non-photorealistic video-avatar, que visa aplicar um estilo não fotorrealístico único sobre toda a cena, afim de melhorar a integração do avatar com o ambiente e, por sua vez, aumentar a imersão do usuário. Os resultados obtidos através da implementação do vídeo-avatar com essas técnicas e testes preliminares com usuários dão fortes indícios de que é possível a geração de uma representação visual que possua todos os requisitos do sistema iLive, sistema de telecomunicação imersiva voltado a educação e jogos eletrônicos em desenvolvimento pelo Laboratório de Tecnologias Interativas (Interlab) da Escola Politécnica da Universidade de São Paulo.
Providing good immersion experiences for users interacting with virtual contents or an environment is one of the main challenges for developers and researchers in interactive technologies, mainly virtual and augmented reality. Especially in areas of education and entertainment, in which the engagement of the user and the significance of content are of crucial importance for the success of the application, the search for experiences that approximate to one of a total immersion of the participant is common practice. When interaction at distance is necessary, one way to provide better immersion experiences is the use of a solution called Immersive Telecommunication System. This kind of system can provide the sharing of the virtual environment among participants, information exchange among them, and also their interaction with the virtual environment. One of the most important component of these systems is the video-avatar, the representation of the participant in the virtual environment based on a video of the participant captured in real-time. This work presents new approaches of geometric reconstruction and rendering for the creation of a video-avatar. First, a theoretical model to modularize the existing reconstruction and rendering approaches was proposed. Based on this model, a new approach of geometric reconstruction and rendering, called Video-based Microfacet Billboarding, was conceived. This approach uses a technique of real-time reconstruction and rendering that enables the representation of the object details and improves the integration of the avatar in the virtual environment. In this work, it is also proposed the concept of non-photorealistic video-avatar, that aims to apply a non-photorealistic style over all the scene to improve the avatar integration with the environment, and with this, to enhance the user\'s immersion. The results obtained by the implementation of a video-avatar with these approaches, as well as preliminary users tests, gives us strong evidences that we could create a user representation that attends all the requisites of the iLive system, an immersive telecommunication system for education and gaming purposes, in development by the Interactive Technologies Laboratory (Interlab) of Escola Politécnica da Universidade de São Paulo.
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40

Chen, Cheng-Wei, and 陳政瑋. "Study of Mobile Locating for Augmented Reality Games." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/229jhs.

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碩士
國立臺中科技大學
多媒體設計系碩士班
105
Mobile devices have features that incorporate many hardware components, such as lenses, wireless transceiver, acceleration sensor, and digital compass. With these features, the developers can develop more applications. This is thesis aimed at the research of mobile location technology for the augmented reality games. The feasibility of this study is quite extensive, and it is the popular technology. Nowadays, there is no application integrating the game navigation into the augmented reality game. Therefore, this thesis will propose the use of magnetometer to navigate the augmented reality games with the Google Map and a digital compass. The results show the perfect effectiveness of the proposed method.
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41

Alves, Cláudio André Ventura. "Augmented reality game." Master's thesis, 2021. http://hdl.handle.net/10316/95550.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia
A realidade aumentada é uma tecnologia que já existe desde o século XX, mas só nosúltimos anos se tornou possível desenvolver aplicações com esse recurso para os dispositivosmóveis dada a evolução que os mesmos sofreram nos anos mais recentes, juntamente como lançamento de SDK’s que permitem desenvolver aplicações de realidade aumentada.O objetivo principal do presente projeto é o desenvolvimento de um protótipo de um jogopara dispositivos móveis, inspirado no conceito de Escape Room. Através de realidadeaumentada é criada uma experiência imersiva, tanto quanto possível, onde o utilizadorinterage com o mundo criado pela realidade aumentada, uma sobreposição de conteúdodigital no mundo real, através da câmara do dispositivo móvel.No decorrer do projeto foi desenvolvido um protótipo utilizando as tecnologias Unity juntamente com Vuforia, que estará disponível para as plataformas iOS e Android. O jogoé constituído por um conjunto de desafios que se assemelham a desafios que se poderiamencontrar numa Escape Room comum, adaptados ao uso do dispositivo e dos marcadores.Os resultados dos testes iniciais realizados ao jogo foram positivos em relação ao que eraesperado, salientando o facto dos desafios serem considerados por todos o jogadores comodesafiantes. O jogo permite ter uma experiência de um Escape Room em qualquer divisãoque tenha quatro paredes, tornado-se uma solução viável ao deslocamento para as EscapeRooms físicas, tendo um elevado potencial e interesse entre os entusiastas de escape roomse pessoas que queiram experimentar um escape room no conforto de sua casa.
Augmented reality is a technology that has existed since the 20th century but only inrecent years has it become possible to develop mobile applications with this feature foreveryday mobile devices due to the evolution that these devices have suffered in recentyears, together with the launch of SDKs that allow the development of augmented realityapplications.The main objective of this project is the development of a prototype for a mobile game,inspired by the concept of Escape Rooms. Through augmented reality, an immersiveexperience is created, where the user interacts with the world created by augmented reality,an overlap of digital content in the real world, through the camera of the mobile device.During the project, a prototype was developed using the technology Unity along withVuforia, and this prototype will be available for iOS and Android platforms. The gameconsists of a set of challenges that resemble the ones that could be found in a commonEscape Room, adapted for the use a mobile device and markers.The results of the initial tests carried out on the game were positive, highlighting the factthat the challenges were considered by all players as challenging. The game allows the usersto experience an Escape Room in any room that has four walls, being a viable alternativefor a visit to an actual physical Escape Room and presenting a high potential for interestamong escape games enthusiasts and for new people who want to try these kind of gamesin the comfort of their homes.
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42

Chen, Tzu-Hsuan, and 陳子軒. "Innovative Interactive Model Design of Augmented Reality Puzzle Games." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/nbd6b5.

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碩士
國立彰化師範大學
資訊管理學系
107
Augmented reality is a novel visual rendering technology that overlays virtual objects with the real world to create a mixed environment. Through the interactive design mechanism between users and virtual/real objects or scenes, AR can create an entertainment experience different from traditional digital games. It also can presents information in a more intuitive way to the real world around users. It can not only be used for games but also for other non-gaming areas such as education, medical, health, business, and training. Puzzle-Solving is the core mechanism of many games. The interaction of augmented reality puzzle games provide players a novel and entertaining experience of exploring and satisfying curiosity in a virtual and mixed environment. Although augmented reality has become increasingly popular recently, the research on how users can interact with the virtual objects and real scenes to create a seamless puzzle game environment is still rare and lacks lacks systematic discussion. Most augmented reality studies are biased to-wards real-world visual imaging techniques. It is extremely rare to see related research at the interaction level and most AR interaction models are biased towards single manipulation and feedback. It lacks of innovative interaction model design. TRIZ (Altshuller, 1997) is an innovative theory often used in the in-dustry to train employees to improve their creative thinking skills. In recent years, there has also been research on the application of TRIZ theory in game desgin. MDA (Hunicke, LeBlanc, & Zubek, 2004) is one of the most widely used formal methods for game analysis. The MDA game architecture divides the composition of the game into Mechanics, Dynamics, and Aesthetics. It suggests fun games should be designed from both perspective of players and designers. Therefore, this study “Innovative Interactive Model Design of Augmented Reality Puzzle Games” adopts the forty innovation rules of TRIZ theory and MDA framework as a foundation to design five innovate interactive models for augmented reality puzzle games. Our innovative interaction design model enables players interact with the virtual objects and real scenes seamlessly to create a new entertainment experience. Based on novel interaction models, we have designed and developed a “Meaningful Alternate Reality Game Learning System for the Mental Health of Adolescents”. This enables players can play and solve puzzles cooperatively to unfold the story using our innovative AR interaction models in a room-escape like game environment. The empirical results of our experimental study indicated that most of the subjects had positive comments on the six aspects of the system, including look and feel of the overall system, system operation perception, system operation perception, system stability perception, system interesting perception, and system creative perception. The feasibility of the innovative interaction model was confirmed.
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43

Ferreira, Pedro Miguel da Fonseca Marques. "Network middleware for mobile and pervasive large scale augmented reality games." Doctoral thesis, 2008. http://hdl.handle.net/10316/7557.

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44

Silva, Rui Jorge Nunes. "Spatial Augmented Reality in Serious Games for Cognitive Rehabilitation of the Elderly." Master's thesis, 2020. http://hdl.handle.net/10316/92257.

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Dissertação de Mestrado Integrado em Engenharia Electrotécnica e de Computadores apresentada à Faculdade de Ciências e Tecnologia
Over the years, the average life expectancy has been increasing. As a consequence, the increase in the elderly population leads to the emergence of age-related diseases. These conditions greatly impact the autonomy and, therefore, the quality of life of the elderly since there is a reduction in motor and cognitive capacities. It is known that there are therapies that can help prevent or delay the onset of cognitive and motor deficits. However, most of these are based on repetitions, which can cause a lack of motivation. For the therapy to have the best possible effect, the literature shows that it is necessary to develop therapeutic tools that balance repetitions, effectiveness, and keep the user motivated.Thus, the possibility of creating a platform that allows the development of serious games based on spatial augmented reality (SAR) arose. SAR was thought of as a good solution since it uses physical space and objects to create its interaction, and, in this manner, it is more adaptable to audiences with various deficits. In line with the reality of the increase in average life expectancy and the reduction in capacities resulting from it, it was considered pertinent that the platform's development should be aimed at the elderly population.Hence, it was proposed to develop two serious games (SGs) in order to test the platform to be created, which can contribute positively to the involvement in therapies. In addition, it is hoped that this application will be adaptable to serve various objectives and not only what will be addressed throughout this dissertation.The creation of the two SGs based on SAR, with the possibility of being adapted to the user, had the approval of a superior educational technician. It should be noted that the application in a real context is central to being able to understand if the games are adapted to the real needs of each patient and to make the necessary changes. Therefore, this intervention is presented as future work, both for elderly people with cognitive deficits and those who do not have diagnosed deficits. It is also suggested the development of other games using SAR and the inclusion of dynamic difficulty adjustments.
Ao longo dos anos a esperança média de vida tem vindo a aumentar. Como consequência, o aumento da população idosa leva ao surgimento de doenças relacionadas com a velhice. Estas doenças têm um grande impacto na autonomia e, por conseguinte, na qualidade de vida dos idosos, uma vez que existe uma redução das capacidades motoras e cognitivas. Sabe-se que existem terapias que podem ajudar a prevenir ou a atrasar o aparecimento de défices cognitivos e motores. No entanto, a maioria destas são baseadas em repetições o que pode desencadear falta de motivação. Para que a terapia tenha o melhor efeito possível, a literatura mostra que é necessário elaborar ferramentas terapêuticas que equilibrem as repetições e a eficácia e, também, que mantenham o utilizador motivado. Surgiu assim a possibilidade de ser elaborada uma plataforma que permita o desenvolvimento de jogos sérios baseados em realidade aumentada espacial (RAE). Pensou-se na RAE, uma vez que utiliza o espaço e objectos físicos para fazer a interação e, desta forma, se torna mais adaptável aos públicos com diversos défices. Aleando à realidade do aumento crescente da esperança média de vida e à reducação das capacidades que daí advém, considerou-se pertinente que o desenvolvimento da plataforma descrita acima fosse direccionada à população idosa.Assim, propôs-se a elaboração de dois jogos sérios com o objectivo de testar a plataforma a desenvolver, jogos estes que contribuam de forma positiva para o envolvimento nas terapias. Para além disso, ambiciona-se que esta aplicação seja adaptável para servir vários objectivos e não só o que será abordado ao longo desta dissertação.A criação dos dois jogos sérios baseados em REA, com a possibilidade de serem adaptados ao utilizador, teve a aprovação de uma técnica superior de educação. De salientar que a aplicação em contexto real é fulcral para que se consiga perceber se os jogos são adaptados às necessidades reais de cada um e para fazer as alterações necessárias. Assim, apresenta-se como trabalho futuro esta intervenção, tanto a idosos com défices cognitivos como a idosos que não tenham défices diagnosticados. Para além disso, sugere-se o desenvolvimento de outros jogos utilizando REA e a inclusão de mecanismos de ajuste dinâmico de dificuldades automáticos.
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45

PAI, YU-HSUAN, and 白宇軒. "Investigating the Factors of Players Participation in Location-Based Augmented Reality Games." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/4kndjg.

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碩士
國立中正大學
資訊管理系研究所
106
As the smart handheld device and the Internet become popular, In addition to the various types of apps filled with our life, under the situation that the booming game industry, mobile games are the ones very important part in our life nowadays and there are also huge business opportunities whether it is in Taiwan or the world. In the mobile games, one of the games called Pokémon GO stood out among the many mobile games and swept the world. This game is different from traditional mobile games with human-computer interaction model in past, it combined with Global Positioning System (GPS) and Augmented Reality that we can call Location-Based Augmented Reality Games (LBS+AR). Because the game is all the rage after it published and the trend is exist considerable profitable growth and development space in the future. In this study, it based on Theory of Planned Behavior (TPB) and joined three motivations were respectively hedonic motivation, utilitarian motivation and social motivation and the perceived risk to explore player’s willingness and the degree of influence in this novel type of game. This research adopted the questionnaire survey, data for this study were collected from 786 LBS+AR players and used structural equation modeling to validate the influential relationship among the variables in the research model. The result of study indicated :(1) hedonic motivation has positive impact on attitude; (2) social motivation has positive impact on attitude; (3) perceived risk has negative impact on attitude. The result of study on the aspect of academia and the aspect of management practice both had good implications.
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46

Chang, Hsiao-Chia, and 張孝嘉. "Augmented Reality Technology in Information Security Research─ A Case Study of Online Games." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/03365151232591784543.

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碩士
康寧大學
資訊傳播研究所
99
As technology advances, many new applications of augmented reality are showing up in these few years. Some scholars have already used augmented reality to complete some models, guidance and games etc. The thesis aims to combine augmented reality and information security. The combination uses image recognition function of augmented reality and account & password with traditional network security. It’s low cost and new special effects help to increase the amount of online games and to reduce the risk of thefts. It provides a safety protection of information security for online games users. This thesis creates an online game login platform for players playing and trying. In addition, we do surveys to compare the different popular security systems used in the market. In conclusion, the survey shows that the new special effects and low cost security system do successfully attract people to play the games and keep users continue playing.
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47

SANTANA, HSU MICHELLE, and 尚雪兒. "A Study on Augmented Reality with Face Detection Functionality Applied to Board Games." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/7bbpv9.

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碩士
嶺東科技大學
數位媒體設計系碩士班
106
This research is based on augmented reality applied in face detection technology in order to create interactive board games instead of traditional static ones. The progressive technology has changed the sensory experience and enhanced the immersive perception in players. Through exploring and analyzing literature reviews, the researcher discusses contemporary board game development and design. The methodology adopts qualitative interviews from game developers and store operators. And questionnaire interviews test users to access evaluations and attitudes analysis. The influential factors include the following: (1) This combined study of the application and integration of digital technology is innovative and forward-looking. (2) After questionnaire testing, most of the players prefer digital card games. The development, imagination, and interaction possess are the advantages of progression. (3) The developer of digital card games should consider the cost of equipment, usability, and lightweight. The game content should include the additional functions and strategies to enhance interactivity and immersion. (4) The recommendations include advancing the integration of virtuality and reality environment as well as the strategy of different player groups, in addition, the design base of users' immersion and usability.
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48

Li, Yu-Shin, and 李育馨. "Indoor Location and Augmented Reality Technology Used with a Pervasive Game – A Case Study of Fishing Games." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/16049148870767843472.

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碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
101
Due to the fast progressions of mobile devices, augmented reality techniques have been applied to mobile devices in recent years. Meanwhile, indoor location techniques have earned large progressions as well. The main purpose of this research is to develop an augmented reality game combining the step-detection indoor-location technique. The pervasive elements are added in game design to increase the immersion and satisfactions. Research results show the players feel interesting and learnable when playing the designed game. This research first used questionnaire analyses to test the results. The SUS and QUIS tables were then used to evaluate the satisfactions and feasibilities of the designed game. Then, seven items of the flow theory were used to analyze and investigate the features of the designed pervasive game. The results were finally used to provide a new game design mode and modification suggestions for future design.
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49

Lin, Chih-Chang, and 林志昶. "Handheld augmented reality games continued to use factor analysis-a case study of ingress." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/7bc6kr.

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碩士
淡江大學
資訊管理學系碩士在職專班
103
Technological advances make mobile devices well-developed and popular. The incorporation of mobile devices with GPS to develop augmented reality game is different from the general APP games. It is the trend of the future game with innovation. The purpose of this study is to investigate the factors that players continue to play augmented reality game, named “Ingress.” Through the reconceptualization of augmented reality from previous research, the technology acceptance model is selected as a basis for a multi-purpose model and then empirically test the model. The model summarizes factors may affect the players behavioral intentions of continuing to play augmented reality APP game. This will help to better understand the players in playing augmented reality APP game. The research subjects are Taiwanese ingress players. Using online survey, a total of 371 questionnaires are collected, of which 291 are valid. The collected data are analyzed by using structural equation modeling to test the related research hypotheses. The results of this study show the attitude towards augmented reality game affect the player’s continue to use, and the player’s perceived usefulness and entertainment value affect the player’s attitude. In addition, there is no significant relationship exists between perceived ease of use and usefulness. And escapism does not affect the entertainment value and perceived usefulness. However, both the economic value and visual attractiveness exist positive relationships with the entertainment value and perceived usefulness. The results of this study can provide references for manufacturers in the development of augmented reality APP game in mobile device.
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CHANG, SHENG-HUAI, and 張勝淮. "Investigating the Impact of Handhelds to Intention to Play Location-Based Augmented Reality Games." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/aenef8.

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碩士
國立中正大學
資訊管理系研究所
106
As the smart handheld and Internet become more popular. Mobile applications have been explosive growth. With the combination of technology and games, the most popular Location-Based Augmented Reality (LBS+AR) games are born in recent years. They are different from the traditional human-computer interaction model, LBS+AR game combined with GPS, the role of the game will be linked with the real players, players need to be outside in the game, It makes players face to face interaction and has more friendly social relations, It provides uses a different game experience. This study is based on the flow experiences and characteristic of LBS+AR games to explore the factors from three aspects : (1) game design factors; (2) player personal factors; (3) interpersonal interaction factors; affect users to intend to use LBS+AR games. This research adopted the questionnaire survey, data for this study were collected from 480 LBS+AR games players and used structural equation modeling to validate the influential relationship among the variables int the research model. The result of study indicated: (1) flow experience has positive impact on intention to use LBS+AR games; (2) game design , players , and interpersonal interaction factors have impact on users to intend to use LBS+AR games. The results of study on the aspect of academia and the aspect of management practice both had good implications.
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