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CamBall: augmented networked table tennis played with real rackets

Published: 02 September 2004 Publication History

Abstract

We present a computer system for natural interaction in an augmented virtual environment, enabling people to play table tennis over Internet/LAN with real rackets. No special hardware is required except for the web cameras. The pose of the rackets is computed by marker detection from the image. The players see each other in the camera image, which is streamed real time over the network. The multicast implementation enables a network audience to view the game, too.

References

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Chen J., Preston T., PIT Ping Pong Project, 1999, http://www.cs.unc.edu/~preston/236/project.html.
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Live Action Ping Pong, 2003, http://www.dgate.co.kr/eng/product/lapp01.php.
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Cannon Smash, 2001, http://cannonsmash.sourceforge.net/.
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Pyökkimies E.-P., Detection of Object's Distance and Orientation, Technical Report, VTT, Espoo, Finland, 2002. http://www.vtt.fi/multimedia -Presentations.
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Satoh K., Uchiyama S., Yamamoto H., Tamura H., Robust Vision-Based Registration Utilizing Birds-Eye View with User's View, Proc. ISMAR03, Tokyo, Japan, 2003, 46--55.
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CamBall Download, 2003, http://www.vtt.fi/multimedia.

Cited By

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  • (2024)The Effect of Virtual Reality Technology in Table Tennis Teaching: A Multi-Center Controlled StudySensors10.3390/s2421704124:21(7041)Online publication date: 31-Oct-2024
  • (2023)"\"I consider VR Table Tennis to be my secret weapon!\": An Analysis of the VR Table Tennis Players' Experiences Outside the Lab"Proceedings of the 2023 ACM Symposium on Spatial User Interaction10.1145/3607822.3614539(1-12)Online publication date: 13-Oct-2023
  • (2022)Augmented Reality Assistance for Aging PeopleInternational Journal of Information Systems and Social Change10.4018/IJISSC.30360413:1(1-17)Online publication date: 13-Jul-2022
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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. network games
  3. virtual environments

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ACE04

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2024)The Effect of Virtual Reality Technology in Table Tennis Teaching: A Multi-Center Controlled StudySensors10.3390/s2421704124:21(7041)Online publication date: 31-Oct-2024
  • (2023)"\"I consider VR Table Tennis to be my secret weapon!\": An Analysis of the VR Table Tennis Players' Experiences Outside the Lab"Proceedings of the 2023 ACM Symposium on Spatial User Interaction10.1145/3607822.3614539(1-12)Online publication date: 13-Oct-2023
  • (2022)Augmented Reality Assistance for Aging PeopleInternational Journal of Information Systems and Social Change10.4018/IJISSC.30360413:1(1-17)Online publication date: 13-Jul-2022
  • (2022)Performance Improvement and Skill Transfer in Table Tennis Through Training in Virtual RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.308640328:12(4332-4343)Online publication date: 1-Dec-2022
  • (2021)SPinPong - Virtual Reality Table Tennis Skill Acquisition using Visual, Haptic and Temporal CuesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.306776127:5(2566-2576)Online publication date: May-2021
  • (2020)Enhancing Realism and Presence with Active Physical Reactions in Augmented RealityProceedings of the 32nd Australian Conference on Human-Computer Interaction10.1145/3441000.3441080(700-704)Online publication date: 2-Dec-2020
  • (2017)Mobile Augmented Games in Playable Cities: Humorous Interaction with Pokémon GoDistributed, Ambient and Pervasive Interactions10.1007/978-3-319-58697-7_43(575-586)Online publication date: 18-May-2017
  • (2016)Design principles of augmented reality focusing on the ageing populationProceedings of the 30th International BCS Human Computer Interaction Conference: Fusion!10.14236/ewic/HCI2016.2(1-7)Online publication date: 11-Jul-2016
  • (2015)Research Proposal on Reviewing Augmented Reality Applications for Supporting Ageing PopulationProcedia Manufacturing10.1016/j.promfg.2015.07.1323(219-226)Online publication date: 2015
  • (2014)ARPP: An Augmented Reality 3D ping-pong game system on Android mobile platform2014 23rd Wireless and Optical Communication Conference (WOCC)10.1109/WOCC.2014.6839917(1-6)Online publication date: May-2014
  • Show More Cited By

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