Presentation on theme: "Magic Cubes for Social and Physical Family Entertainment ZhiYing Zhou Adrian Dav"— Presentation transcript
MagicCubesforSocialandPhysicalFamilyEntertainmentZhiYingZhou,AdrianDavidCheok,YuLiNationalUniversityofSingaporeelezzy,adriancheok,elelyHirokazuKatoGraduateSchoolofEngineeringScienceOsakaUniversity,JapanABSTRACTPhysicalandsocialinteractionsareconstrained,andnaturalinteractionsarelostinmostofpresentdigitalfamilyentertainmentsystems[5].MagicCubesstrive
Figure1.3DNoahsArkŽStory:thechildcanusebothhandstounfoldthecubeandexplorethecontentsofthestoryinclude3Danimation,sound,andhumannarrations.
(b)
Figure2.(a)Usingthepaddletorotatetheobjectisrestrictedbythedegreeoffreedomal-lowedbyourwrist[2](b)Cubeisgraspableandcanbeeasilyturnedandrotatedby“ngers.ject(byturningthecubetoshowdierenttopsurfaceswhicharelinkedwithdierentinteractions).Comparetorealdollshouse,DollsHouseofMagicCubesissim-ilarbuthastheadvantagesofanyfantasyhousecanbemade,whereasmakingahousesceneonPCisnotsim-ilar,nottangibleandnotsocial.Thirdly,MagicCubescanvisuallytrackthespaciallay-outofmultiplecubeshencecande“nemoreinterac-tions.Trackingtheinteractionsbetweencubesallowsmultipleplayerstointeractwitheachotherinaphysicalmanner.Forexample,intheBoardGame,achildcanaddfruitsintothecartbystackinghis/herowncubeontotheotherkidscube(Figure3-a).Thechildcanalsousehis/herowncubetoviewthevideoclip(ofthespotwherehe/sheisstoppingat)shownontheothercube(Figure3-b).Thesedesignsencouragethesocialandphysicalcollaborativeinteractionsbetweenplayersalthoughtheyareopponentsinthegame.Fourthly,computerboardgamescannowbeplayedinanovelandtangiblewaybyrollingthephysicalcubetomovethechessman.AsshowninFigure4-b,apartfrombeinganinteractiontool,nowthecubebecomestheessentialelementoftheboardgame-dice.Unlikethecomputerboardgamewhichrequiresplayertoclick
Figure3.(a)Stackingthecubetoaddfruitsintothecart(b)Rotatingtherightcubetofastforwardthevideoshownontheleftcubethemouseorpressthekeyboard,nowMagicCubesal-lowplayertophysicallyrollthedice.Themetaphoroftheplayerwillmoveaccordinglyonthe3Dvirtualgameboardviewedthroughtheheadmounteddisplay(Figure4-a).Passingtheturnbetweenplayersisnowrealizedbyphysicallypassingthedicetoeachother.Socialandphysicalinteractionsarehighlyencouraged.
Figure4.(a)Boardgamephysicalsetup:playerwearsaheadmounteddisplay(HMD)andviewsthe3DARgamescene(b)Playerrollsa3ŽandthemetaphormovesontheARgameboard.1.J.Bowlby.Attachmentandloss,volumei:BasicBook,NewYork,1983.2.H.Kato,M.Billinghurst,I.Poupyrev,K.Imamoto,andK.Tachibana.Virtualobjectmanipulationonatable-toparenvironment.InProc.ofISMAR2000pages111…119,Munich,Germany,October2000.3.Stateoftheindustry-report2000-2001.2001.[Online]Availableat:http://www.idsa.com/releases/SOTI2001.pdf.4.M.FjeldandB.Voegtl.Augmentedchemistry:Aninteractiveeducationalworkbench.InProc.ofISMAR2002,pages259…260,Darmstadt,Germany,September2002.5.R.L.MandrykandK.M.Inkpen.Supportingfreeplayinubiquitouscomputergames.InWorkshoponDesigningUbiquitousComputingGames,UbiComp,Atlanta,Georgia,USA,October1991.6.MixedRealityLab.MXRToolkit.[Online].Available:http://sourceforge.net/projects/mxrtoolkit.