Title: Butterfly Effect: An Augmented Reality Puzzle Game
1Butterfly EffectAn Augmented Reality Puzzle
Game
- Marleigh Norton
- Blair MacIntyre
- Steven DowMaribeth Gandy
2Game 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.
3Equipment
4Head-Mounted Display
5Tornado Stick
6Rotations
- Tornado Stick controls Virtual Axis
- First Button Place / Remove Axis
- Second Button Pause / Unpause Axis
- Third Button Rotate Butterflies
7Tornado 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
8Butterfly Effect
9Butterfly Effect Video
10Design 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
11Design Context
- Home environment
- Run on next generation game consoles
- Must be easy to set up
- Minimize use of special equipment
121st Prototype 2D Paper
132nd Prototype 2D Interactive
143rd Prototype Video
15Tuning
- 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
16Open Issues Depth Perception
17Open Issues Depth Perception
- Remove Automatic Depth Cues
18Open Issues Depth Perception
- Remove Unavailable Depth Cues
19Open Issues Depth Perception
- Texture probably the best
20Without Grid
21With Grid
22Is Occlusion Really Impossible?
- Ad hoc modeling
- Automatic modeling during calibration
- Fiducials
- Real time depth
- Depth from stereo
- Something to be explored
23Virtual Obstacles - Bees
- No consequences for using poor strategy
- Bees behave like butterflies
- Sting if caught
- Penalty
- Lose life
- Butterflies escape
24Questions?
25Old Slides from Past Talks
- (In case people as a question I have slides for.)
26Butterfly EffectAn Augmented Reality Puzzle
Game
- Marleigh Norton
- Technical Advisor Blair MacIntyre
27Person Walks Through Game Area
28Person Walks Through Game Area
29Person Walks Through Game Area
30Derive Walls from Path
31Derive Walls from Path
32Why this is Fun
- Fun in the same ways Rubiks Cubes are fun
- Cailloiss Four Categories of Games 1
- agôn, alea, mimicry, ilinx
- MacTavishs astonishment at visual and auditory
technology 2
33Open Issues
- Scoring
- Capture Interaction
- Depth Perception
34Open 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
35Open 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.
36Open Issues Depth Perception
- Judging depth in virtual worlds is difficult
- Overcoming this difficulty is part of the game,
yet it should not be impossible - Problem What can we do to help the player
understand the relative locations of the
butterflies? - Research on Depth Perception yields several
techniques 4 5 6 7
37Questions Feedback
- Scoring Efficiency
- Capture Interaction
- Location-based capture
- Butterfly Net Capture
- Depth Perception
- Which cues to use? More ideas?
- Other Feedback
38References Game Theory
- 1 Caillois, Roger, Man, Play, and Games,
trans. Meyer Barash, University of Illiniois
Press, 1961 (orig.1958) ch 2. - 2 Mactavish, Andrew, Technological Pleasure
The Performance and Narrative of Technology in
Half-Life and other High-Tech Computer Games,
in Geoff King and Tanja Krzywinska (eds.)
Screenplay Cinema/ Videogames/ Interfaces
(London Wallflower Press, 2002) 33-50
39References Depth Perception 1
- 4 Cutting, J. E., and P.M. Vishton, 1995.
Perceiving layout and knowing distance The
integration, relative potency and contextual use
of different information about depth, in
Perception of Space and Motion, W. Epstein and S.
Rogers, Eds. Academic Press, New York, 69--117. - 5 Furmanski, Chris, Ronald Azuma, and Mike
Daily. Augmented-reality visualizations guided
by cognition Perceptual heuristics for combining
visible and obscured information, in Proc. IEEE
and ACM Int'l Symp. on Mixed and Augmented
Reality (ISMAR 2002) (Darmstadt, Germany, 30
Sept. - 1 Oct. 2002), pp. 215-224.
40References Depth Perception 2
- 6 Sinai, M.J., W. K. Krebs, R. P. Darken, J. H.
Rowland, and J. S. McCarley, 1999. Egocentric
distance perception in a virtual environment
using a perceptual matching task, in Proceedings
of the 43 rd Annual Meeting Human Factors and
Ergonomics Society, 43, 1256-1260. - 7 Surdick, R. T., E. T. Davis, R. A. King, and
L. F. Hodges, 1997. The perception of distance
in simulated visual displays A comparison of the
effectiveness and accuracy of multiple depth cues
across viewing distances, in Presence
Teleoperators and Virtual Environments 6, 5
(October), 513--531.
41References DART
- 8 MacIntyre, Blair, Maribeth Gandy, Steven Dow,
and Jay David Bolter. "DART A Toolkit for Rapid
Design Exploration of Augmented Reality
Experiences." To appear at conference on User
Interface Software and Technology (UIST'04),
October 24-27, 2004, Sante Fe, New Mexico.
42Implementation Status
- Its playable!
- Populate the world with a pre-defined set of
butterflies - Butterflies can be captured
- Tallies of caught and remaining butterflies are
displayed - Butterflies can be rotated about the axis
- Physical axis interface
When all of the equipment is working.
43The Screen
44Feedback
- Rotation Interface
- Depth Perception
- Score
- Aesthetics
45Rotation Interface
- Problem Rotating about an axis? Huh?
- Suggested alternatives
- Randomization
- Jar, Mini-version of gamespace
- (Rotation about a point)
- Tornado Stick
- Changes Tornado Stick
- Axis/Tornado Stick only interface in which all
manipulations are valid moves - Arrows pointing to butterflies final location
46Depth Perception
- Problem Its hard to tell where the butterflies
are, especially when theyre behind walls - Complication cant change appearance of
butterfly based on presence of wall(or can we?) - Changes Add grid with drop shadows
- Also, its less of a problem when youre actually
playing
47Score
- Problem for Efficiency-based score, lower was
better (confusing players) - Suggestions
- Timer
- Subtract from High initial score
- No Score
- Changes No Score
- Score isnt really that important
- Was causing more problems than it solved
48Aesthetics
- Problem What will the game look like?
- Collecting the butterflies should be compelling
- Changes Aesthetics more fully fleshed out
- Childlike graphic design with scanned crayon
textures - Player is frog, eating butterflies
49Frog has Butterfly in Sights
50Frog Catches Butterfly
51Frog Eats Butterfly
52Future Work Finish Implementation
- Sounds
- Graphics
- Animations
- Refine Stick
- Are those the right buttons?
- Buttons or Switches or ???
- InertiaCube Issues with Ferris Environments
53Questions?
- Thanks to the Augmented Environments Lab,
especially - Blair MacIntyre
- Steven Dow
- Enylton Machado Coelho