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Remote augmented reality for multiple players over network

Published: 13 June 2007 Publication History

Abstract

Augmented Reality (AR) in multimedia gaming is a dynamic and exciting field of research. One of the challenges is to have multiple users interacting in the networked augmented reality environment. In recent years, camera-based body motion capturing console games, which captures the player's body movement to control the objects rendered by the computer, have been developed. In this paper, we present a system called, Tele-Table which allows multiple users to interact with each other through the network using real objects. Each player's set-up consists of an overhead mounted camera perceiving real objects, a plasma TV placed horizontally to act as a game table, and a computer. One of the most challenging tasks is data synchronization between two terminals. There are mainly three synchronization tasks we need to handle. They are temporal synchronization, spatial synchronization, and game states synchronization between the two terminals. We present these difficulties and present solutions and discussion to solve them. The design goals of the Tele-Table are real-time and realistic user experience. The features of the system are changeable background, using real objects, and real-time augmented reality gaming between two terminals. We outline the system, present the detailed description, and discuss current achievements.

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Cited By

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  • (2012)A survey of visual, mixed, and augmented reality gamingComputers in Entertainment10.1145/2381876.238187910:1(1-33)Online publication date: 6-Dec-2012
  • (2009)Interference avoidance in multi-user hand-held augmented realityProceedings of the 2009 8th IEEE International Symposium on Mixed and Augmented Reality10.1109/ISMAR.2009.5336507(13-22)Online publication date: 19-Oct-2009

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cover image ACM Conferences
ACE '07: Proceedings of the international conference on Advances in computer entertainment technology
June 2007
324 pages
ISBN:9781595936400
DOI:10.1145/1255047
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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New York, NY, United States

Publication History

Published: 13 June 2007

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Author Tags

  1. computer entertainment
  2. networked augmented reality
  3. virtual gaming

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Cited By

View all
  • (2012)A survey of visual, mixed, and augmented reality gamingComputers in Entertainment10.1145/2381876.238187910:1(1-33)Online publication date: 6-Dec-2012
  • (2009)Interference avoidance in multi-user hand-held augmented realityProceedings of the 2009 8th IEEE International Symposium on Mixed and Augmented Reality10.1109/ISMAR.2009.5336507(13-22)Online publication date: 19-Oct-2009

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