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
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MagicCubesforSocialandPhysicalFamilyEntertainmentZhiYingZhou,AdrianDavidCheok,YuLiNationalUniversityofSingaporeelezzy,adriancheok,elelyHirokazuKatoGraduateSchoolofEngineeringScienceOsakaUniversity,JapanABSTRACTPhysicalandsocialinteractionsareconstrained,andnaturalinteractionsarelostinmostofpresentdigitalfamilyentertainmentsystems[5].MagicCubesstrive Figure1.3DNoahsArkStory:thechildcanusebothhandstounfoldthecubeandexplorethecontentsofthestoryinclude3Danimation,sound,andhumannarrations. (b) Figure2.(a)Usingthepaddletorotatetheobjectisrestrictedbythedegreeoffreedomal-lowedbyourwrist[2](b)Cubeisgraspableandcanbeeasilyturnedandrotatedbyngers.ject(byturningthecubetoshowdierenttopsurfaceswhicharelinkedwithdierentinteractions).Comparetorealdollshouse,DollsHouseofMagicCubesissim-ilarbuthastheadvantagesofanyfantasyhousecanbemade,whereasmakingahousesceneonPCisnotsim-ilar,nottangibleandnotsocial.Thirdly,MagicCubescanvisuallytrackthespaciallay-outofmultiplecubeshencecandenemoreinterac-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)Playerrollsa3andthemetaphormovesontheARgameboard.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.