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AR-bowling: immersive and realistic game play in real environments using augmented reality

Published: 02 September 2004 Publication History

Abstract

The game and entertainment industry plays an enormous role within the development and extensive usage of new technologies. They are one major technology driver concerning the development of powerful graphics hardware, innovative interaction devices and efficient game engines.Actual game developments show the trend to include the player with his whole body - the time of sitting in darkened rooms in front of a computer monitor is outdated. Therefore, special hard-and software components have been developed and new user interfaces have been designed allowing an unprecedented game play.The subsequent consequential step is to play games everywhere (independent from time and place), to include the game player completely in the game (high level of immersion) and to integrate the game seamlessly into reality (blurring the edges of reality and virtuality). Therefore, new and innovative technologies must be used. One of these technology is Augmented Reality.In this paper, we describe the use of Augmented Reality to enable an immersive and realistic game play in real environments. As game we chose bowling. To support the bowling game with AR-technology a dedicated concept has been developed. The level of game realism is enhanced by an integrated real-time kinematics multi-body system simulation. A first prototypical realization, which is used for user testings, confirms the previously identified potentials of AR-technology within game entertainment.

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cover image ACM Other conferences
ACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
September 2004
368 pages
ISBN:1581138822
DOI:10.1145/1067343
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 September 2004

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Author Tags

  1. augmented reality
  2. games
  3. immersion
  4. kinematics simulation
  5. user interface

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ACE04

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  • (2021)Augmented Reality and Virtual RealityFundamentals of Multimedia10.1007/978-3-030-62124-7_20(737-761)Online publication date: 17-Feb-2021
  • (2016)KioskARInternational Journal of Computer Games Technology10.1155/2016/76907542016(4)Online publication date: 1-Mar-2016
  • (2013)Augmented reality-based block piling game with superimposed collapse predictionVirtual Reality10.1007/s10055-012-0219-017:4(279-292)Online publication date: 1-Nov-2013
  • (2012)A survey of visual, mixed, and augmented reality gamingComputers in Entertainment10.1145/2381876.238187910:1(1-33)Online publication date: 6-Dec-2012
  • (2012)Enhancing User Role in Augmented Reality Interactive SimulationsHuman Factors in Augmented Reality Environments10.1007/978-1-4614-4205-9_10(233-256)Online publication date: 14-Aug-2012
  • (2011)PicoLifeProceedings of the 2011 IEEE International Symposium on Multimedia10.1109/ISM.2011.13(19-26)Online publication date: 5-Dec-2011
  • (2011)Exergames Get Kids MovingBreakthrough Teaching and Learning10.1007/978-1-4419-7768-7_6(87-109)Online publication date: 3-Mar-2011
  • (2008)Developing an augmented reality racing gameProceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment10.5555/1363200.1363203(1-8)Online publication date: 8-Jan-2008
  • (2006)Exploring user experience in "blended reality"CHI '06 Extended Abstracts on Human Factors in Computing Systems10.1145/1125451.1125625(893-898)Online publication date: 21-Apr-2006

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