Kinect Augmented Reality Friction Game Design

Author(s):  
Chuan-Hsi Liu ◽  
Chaur-Heh Hsieh ◽  
Shih-Yu Huang ◽  
Bo-Hong Nien ◽  
Jen-Yang Chen ◽  
...  
Author(s):  
Costas Boletsis ◽  
Simon McCallum

Early detection is important in dementia care; however, cognitive impairment is still under-recognised and under-diagnosed. Cognitive screening and training are two important preventative treatments, which can lead to early detection of cognitive decline. In this work, the “Cognitive Augmented Reality Cubes” (CogARC) system is presented, i.e. a serious game for cognitive training and screening, utilising an interaction technique based on Augmented Reality and the manipulation of tangible, physical objects (cubes). The game is a collection of cognitive mini-games of preventative nature and is, primarily, targeting elderly players (≥60 years old). A preliminary testing was conducted focusing on the game experience that CogARC offers (utilising the In-Game Experience Questionnaire), the usability of the system (using the System Usability Scale), and the specific user observations and remarks, as documented by open, semi-structured interviews.  Overall, CogARC demonstrated satisfying positive responses, however, the negative reactions indicated that there are specific problems with aspects of the interaction technique and a number of mini-games. The open interview shed more light on the specific issues of each mini-game and further interpretation of user interactions. The current study managed to provide interesting insights into the game design elements, integration of Augmented Reality, tangible interaction of the system, and on how elderly players perceive and use those interaction components. 


2019 ◽  
Vol 64 ◽  
pp. 01008
Author(s):  
Ebrahim Poustinchi

Mixed Robotic Interface is a project-based design-research investigation, studying new ways of creating hybridized cyber-physical design and experience interfaces, at the intersection of robotics—as its core component, and augmented reality, game design, projection mapping, and digital fabrication. Mixed Robotic Interface Г—as part of Mixed Robotic Interface series of research projects, focuses on using “actual” and “virtual” robot arms as a possible creative medium and extensions of design/gaming environment creating immersive atmospheres for “experiencing” design. This research questions the possibilities of creating an architectural/spatial atmosphere through digitally enhanced experiences. Different from some of the current experiments with augmented reality (AR), virtual reality (VR) and projection-mapping in architecture, Mixed Robotic Interface Г is not looking into “immersive” experience as a way to “blur” the boundaries of digital and physical—similar to virtual reality experience with headsets. Instead, Mixed Robotic Interface Г creates a recognizable gap between real and virtual to open up a creative space for the user/audience to be involved between these two mediums. Mixed Robotic Interface Г uses para-fictional storytelling as a way to engage the audience with the experience and to create continues atmospheric qualities.


Author(s):  
Patrick O'Shea ◽  
Chris Campbell

This chapter explores the issues associated with training teachers to become effective Augmented Reality game designers in their own educational settings. Within the context of defining and defending the use of games as instructional tools, the authors of this chapter describe a project in Queensland, Australia which involved training 26 teachers from the greater Brisbane area on the theory and process of designing narrative-based Augmented Reality games. This process resulted in usable games that the participants could then implement in their own educational setting. This chapter includes a discussion of the issues and challenges that were faced throughout this training process, and the authors propose potential solutions to address those challenges. Additionally, the authors propose future directions for further research into this area.


2020 ◽  
Vol 19 (2) ◽  
pp. 179-194
Author(s):  
Charles Soukup

The location-based, augmented reality video game Pokémon Go has been an unprecedented phenomenon in the short history of mobile smartphone applications. In this article, I argue that the remarkable success of Pokémon Go derives from its cognitive mapping qualities within postmodern, hyper-mediated environments. By focusing and filtering the vast information associated with navigating postmodern spaces, Pokémon Go provides individuals with greater clarity by defining the subject’s social identity in relationship to the physical environment. In particular, the game recentres the fragmented subject’s disorienting experiences associated with postmodern cultures immersed in digital information. Via its integration of location-based gaming, rudimentary augmented reality, simple mobile game design and collaborative local community-based game-play, Pokémon Go allows the individual to move about the complex urban environment with great confidence, purpose and clarity ‐ the search for Pokémon frames the player’s objectives and attention (literally via the smartphone screen). Drawing upon the media ecology tradition, the contemporary world-view or media logic of ubiquitous digital media is dominated by quantification, clear game-like rules, and the ‘productive’ collection and management of information.


10.2196/22007 ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. e22007
Author(s):  
Yen-Fu Chen ◽  
Sylvia Janicki

Background Older adults in Taiwan are advised to adopt regular physical and social activities for the maintenance of their cognitive and physical health. Games offer a means of engaging older individuals in these activities. For this study, a collaborative cognitive-based board game, Nostalgic Seekers, was designed and developed with augmented reality technology to support cognitive engagement in older adults. Objective A user study of the board game was conducted to understand how the game facilitates communication, problem solving, and emotional response in older players and whether augmented reality is a suitable technology in game design for these players. Methods A total of 23 participants aged 50 to 59 years were recruited to play and evaluate the game. In each session, participants’ interactions were observed and recorded, then analyzed through Bales’ interaction process analysis. Following each session, participants were interviewed to provide feedback on their experience. Results The quantitative analysis results showed that the participants engaged in task-oriented communication more frequently than social-emotional communication during the game. In particular, there was a high number of answers relative to questions. The analysis also showed a significant positive correlation between task-oriented acts and the game score. Qualitative analysis indicated that participants found the experience of playing the game enjoyable, nostalgic objects triggered positive emotional responses, and augmented reality technology was widely accepted by participants and provided effective engagement in the game. Conclusions Nostalgic Seekers provided cognitive exercise and social engagement to players and demonstrated the positive potential of integrating augmented reality technology into cognitive-based games for older adults. Future game designs could explore strategies for regular and continuous engagement.


Sign in / Sign up

Export Citation Format

Share Document