Research Goal 2020 상황인식 기반 AR 게임을 위한

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Transcript Research Goal 2020 상황인식 기반 AR 게임을 위한

Kickoff Meeting (Jan. 5th, 2016)
Jae-eun Shin
상황인식 기반 AR 게임을 위한 내러티브 구성 기법 연구
-HMD/안경형 AR 디바이스용 게임 콘텐츠의 효율적 내러티브 구성
-게임 포맷/내러티브에 기반해 AR 플랫폼이 지닌 creative medium으로
서의 가능성 탐색 ->실현 (game play + AR authoring)
(左) Magic Leap AR Game Demo (右) Microsoft HoloLens Demo
정성적 목표
정량적 목표
상반기 목표
-establishing an ontological
framework/methodology of interactive
narrative construction for AR games
from an engineering perspective
-build grounds to incorporate authoring
as an interactive element of AR gaming
that can increase user agency
-correctly evaluating the
validity, utility, and
contributory aspects of the
yet-to-be-devised framework
-AR 게임을 위한 내러티브 구성
의 공간적, 인지적 측면에 관련
된 기술적 이슈를 학습/탐색
-연구 주제의 범위와 목적, 방법
론을 구체화
• 혁신 목표
-상황인식 기반 AR 게임의 효과적 내러티브 구성에 필요한 요소를 기술적 측면에
서 파악, 정의, 구조화
-상황인식 기반 AR 게임 내러티브가 구현하는 공간적 인터랙티비티를 creative
medium으로 전용(appropriate)할 수 있는 모델 제시
Much of AR Content is/will be relying heavily on
the interactive narrative structures of games
aa
1) in-situ AR 저작/콘텐츠 관련 연구: 시각적 요소의 결정/저작에 치중
-real-time geometric modeling
-tangible authoring of 3d virtual scenes using markers, RFID,
camera, tangible miniatures
-> only visual augmentation, not narrative creation itself as
an augmented element
*Why?
-real-time object tracking and registration techniques are most
urgent, difficult problems
-in-situ authoring of 3d objects still a challenge
-complex compositions of content while moving is difficult
2) AR 게임 관련 연구 : 교육용 콘텐츠에 치중
Y.Nam,“Designing interactive narratives for mobile augmented reality,” Cluster Computing, March
2015, Vol. 18, Issue 1, pp 309-320.
 Spatial narrative (in AR Games)
•the idea of creating a narrative which is not intended for
sequential, linear viewing, and which is enacted each time in a
different way according to how the viewer traverses space
•the idea of creating a narrative whose elements are thought to
be experienced in a specific space and/or time
•the idea of creating a narrative which is emergent
•the idea of creating a new form of expression involving spatially
disseminated elements of expression, knowledge, information
and interactivity
http://rwr.artisopensource.net/materials/introduction-to-rwr/the-augmentation-ofreality/augmented-reality-movies/spatial-narratives/
 Augmented Creativity
-Employing AR on modern mobile devices to enhance real-world
creative activities and open new interaction possibilities
-In the gaming domain, transform passive game interaction into
active real-world movement that requires coordination and
cooperation between players and apply it to city-wide gaming
concepts.
-Authoring interactive narratives with an interactive storytelling
framework
Fabio Zünd, Mattia Ryffel, Stéphane Magnenat, Alessia Marra, Maurizio Nitti, Mubbasir Kapadia,
Gioacchino Noris, Kenny Mitchell, Markus Gross, and Robert W. Sumner. 2015. Augmented
creativity: bridging the real and virtual worlds to enhance creative play. In SIGGRAPH Asia 2015
Mobile Graphics and Interactive Applications (SA '15). ACM, New York, NY, USA, , Article 21 , 7
pages. DOI=http://dx.doi.org/10.1145/2818427.2818460
Interactive Narrative Development for AR Games
Given dynamic spatial environments that place context-specific limitations on
the design and presentation of AR content
Find ways to develop an AR game with emphasis on a novel narrative
structure that incorporates authoring methods as a tool of expression
So That the creative agency of the game player(i.e. AR content consumer) is
enhanced
1)사용자 입장에서 AR 환경이 제공하는 인터랙티비티의 능동성을 극대화
할 수 있는 콘텐츠 설계 방식을 정립
2)AR 게임을 Creative Product이자 Medium인 콘텐츠로 포지셔닝
상황인식 기반 AR 게임 /gamification 콘텐츠의 다변화에 기여
Augmented Creativity
<Physical-Interaction Game>
<City-wide Gaming Framework>
<Authoring Interactive Narratives>
Fabio Zünd, Mattia Ryffel, Stéphane Magnenat, Alessia Marra, Maurizio Nitti, Mubbasir Kapadia,
Gioacchino Noris, Kenny Mitchell, Markus Gross, and Robert W. Sumner. 2015. Augmented
creativity: bridging the real and virtual worlds to enhance creative play. In SIGGRAPH Asia 2015
Mobile Graphics and Interactive Applications (SA '15). ACM, New York, NY, USA, , Article 21 , 7
pages. DOI=http://dx.doi.org/10.1145/2818427.2818460
Educational AR Game Development Platform
 MR-GREP: Allows the instructional designers to create game experiences that can be
played simultaneously in an augmented reality environment as well as in a virtual space
that replicates the physical space. The platform aims to provide a set of authoring tools
and applications, which does not require programming skills from the user.
Arenas, L., Zarraonandia, T., Díaz, P. A platform for supporting the development of mixed reality
environments for educational games(2015) Lecture Notes in Computer Science (including
subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 9192 , pp.
537-548
Video Game Level Editor
 i.Ge: a video game level editor that allows users to interact with their own environment to
create game content with every-day physical objects in real time.
-explores new ways to interact with the real world by augmenting it with interactive
projections, reducing the gap between the real and the digital world in a spatial
augmented reality.
-proposes other novel naturalistic approaches to create and interact with digital content
that involve embodiment and more use of depth.
i.Ge: Exploring New Game Interaction Metaphors with Interactive Projection
TEI '15 Proceedings of the Ninth International Conference on Tangible, Embedded, and
Embodied InteractionPages 733-738
Splitting Reaction in a Mixed Reality Game
 PhotoNav: requires that the player split attention between the physical world and display
by using geotagged photographs as hints for navigation.
-Contributes to ways in which mixed reality game UIs can focus players on the physical
environment, leveraging its unique affordances.
Designing to Split Attention in a Mixed Reality Game. In Proceedings of the 2015 Annual
Symposium on Computer-Human Interaction in Play (CHI PLAY '15). ACM, New York, NY, USA,
691-696. DOI=http://dx.doi.org/10.1145/2793107.2810289
Mapping Physical Space in Context-Based Games
 DPRG(Digital-Physical Reality Game): A new conceptual framework to enhance the
context by mapping fantasy in any ordinary space, such as the inside of a school through
speculative research. The learning game was implemented based on the framework of
DPRG, and the experiment verified that students became immersed in the story of the
actual game through fantasy. They recognized a random space in which the game was
played as the space set in the game and cognitively connected the current learning context
with the random space.
Kwon, C., Kim, Y., Woo, T. Digital–Physical Reality Game: Mapping of Physical Space With Fantasy
in Context-Based Learning Games. Games and Culture January 23, 2015
Analyzing Movement Patterns in Location-based Games
 Geo-Sociograms: a method to visualize distances between players over time at a glance.
-Have the potential to help characterize types of location-based games
-Contributes in predicting movement patterns when using particular game design elements.
Gero Herkenrath, Carl Huch, Florian Heller, and Jan Borchers. 2014. Geo-sociograms: a method
to on Human Factors in Computing Systems (CHI EA '14). ACM, New York, NY, USA, 1501-1506.
DOI=http://dx.doi.org/10.1145/2559206.2581298
 연구 주제 확정
-명확한 problem formulation
-연구 주제 범위 축소 및 연구 방법론 확립: 증강현실 게임을 위한 내러티브 구성의 공간적,
인지적 측면에 관련된 기술적 이슈를 탐색하고 연구 주제의 범위와 목적, 방법론을 구체화
 선행 연구 /관련 지식 및 기술 학습
-증강현실, 증강현실 게임, 인터랙티브 스토리텔링, 스페이스텔링, 인터페이스, 동적 공간
인식 등 관련 분야의 선행 연구와 기술적 이론/트렌드 학습
-연구 수행에 필요한 기초 및 Tool 사용법 습득 (프로그래밍 언어, Unity3D 등)
 연구 수행
-확립된 연구 주제, 방법론, 관련 지식 등을 기반으로 특정 주제/상황에 따른 증강현실
게임 프로토타입을 개발/실험
Strength
Weakness
AR 콘텐츠에 대한
고유의 연구 영역 구축
기초 습득 과정 병행
(CT, 연구실의
인적/물적 자원 활용)
유연한 문제 의식 설정과
대응
산업 동향/관련 기술 이슈
에 대한 지속적 트래킹과
지식 습득
- 연구 주제에 대한
인문학적 출발/접근
Opportunity
-머지않은 AR (게임) 디바
이스/콘텐츠 시장의 개화
Threat
-AR 콘텐츠 시장의 수요공급 형성 양상이 불투명
-공학적/기술적
지식/사고 기반 취약