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Presnterd of Buuterfled
Presnterd of Buuterfled
An Augmented
Reality
Puzzle Game
Marleigh Norton
Blair MacIntyre
Steven Dow
Maribeth Gandy
Game Overview
• Spatial puzzle where physical world is not
modeled
• Virtual butterflies in physical environment
• Catch them!
– Butterflies are stationary
– Challenge comes from reaching the butterflies
• Bring butterflies into reach by rotating the
virtual world
– Virtual world rotates in 90 degree chunks about a
player defined axis.
Equipment
Head-Mounted Display
Tornado Stick
Rotations
• Tornado Stick controls Virtual Axis
– First Button – Place / Remove Axis
– Second Button – Pause / Unpause Axis
– Third Button – Rotate Butterflies
Tornado Stick
• People had trouble
understanding rotations
– Not everyone is used to
3D geometry
– Though 3D puzzles have worked before
• Change the metaphor, not the
interaction
– “Tornado Stick”
Butterfly Effect
Butterfly Effect Video
QuickTime™ and a
H.263 decompressor
are needed to see this picture.
Design Context
• Start with medium, then design game
– Mapping physical and virtual worlds is hard
– AR works best when user is moving slowly
• Tracking more accurate
• Safer for player – Cognitive Tunneling
Design Context
• Home environment
– Run on next generation game consoles
– Must be easy to set up
– Minimize use of special equipment
1st Prototype: 2D Paper
2nd Prototype: 2D Interactive
3rd Prototype: Video
Tuning
• Two Major Challenges
– 90 degree rotation constraint
– Understanding virtual space and physical space
• Possible Changes
– Loosening rotation constraint
– Adding more manipulations (translations)
– Adding better depth perception cues
Open Issues:
Depth Perception
• Remove Automatic
Depth Cues
Open Issues:
Depth Perception
• Remove Unavailable
Depth Cues
Open Issues:
Depth Perception
• Something to be explored
Virtual Obstacles - Bees
• No consequences for using poor
strategy
• Bees behave like butterflies
• “Sting” if caught
• Penalty
– Lose life QuickTime™ and
TIFF (Uncompressed) a
decompr
are needed to see this picture.
– Butterflies escape
Questions?
Old Slides from Past Talks
Marleigh Norton
Technical Advisor:
Blair MacIntyre
Person Walks Through
Game Area
Person Walks Through
Game Area
Person Walks Through
Game Area
Derive Walls from Path
Derive Walls from Path
Why this is Fun
• Fun in the same ways Rubik’s Cubes
are fun
• Caillois’s Four Categories of Games [1]
– agôn, alea, mimicry, ilinx
• MacTavish’s “astonishment at visual
and auditory technology” [2]
Open Issues
• Scoring
• Capture Interaction
• Depth Perception
Open Issues: Scoring
• Score based on efficiency, not speed
• Penalized for moving too much
– Accrue score as you walk
– High score bad
• Problem: High Score Traditionally Good
Open Issues:
Capture Interaction
• Location-Based Capture
– Capture butterfly by getting close enough
– Pros: Technically simple. No additional cost.
– Cons: Precise head tracking more important.
Less thematically appropriate. Less fun.
• Butterfly Net Capture
– Capture butterfly in a net
– Pros: More active, thematically appropriate
interaction.
– Cons: Requires an additional tracking system,
likely expensive.
Open Issues:
Depth Perception
• Judging depth in virtual worlds is difficult
– Overcoming this difficulty is part of the game, yet it
should not be impossible
Questions?