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Magic Cubes for Social and Physical Family Entertainment ZhiYing Zhou Adrian Dav
Magic Cubes for Social and Physical Family Entertainment ZhiYing Zhou Adrian Dav

Magic Cubes for Social and Physical Family Entertainment ZhiYing Zhou Adrian Dav - PDF document

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Magic Cubes for Social and Physical Family Entertainment ZhiYing Zhou Adrian Dav - Description

edusg Hirokazu Kato Graduate School of Engineering Science Osaka University Japan katosysesosakauacjp ABSTRACT Physical and social interactions are constrained and natural interactions are lost in most of present digital family entertainment systems ID: 1393 Download Pdf

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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.