scholarly journals Using a Camera Phone as a Mixed-Reality Laser Cannon

2008 ◽  
Vol 2008 ◽  
pp. 1-6 ◽  
Author(s):  
Fadi Chehimi ◽  
Paul Coulton ◽  
Reuben Edwards

Despite the ubiquity and rich features of current mobile phones, mobile games have failed to reach even the lowest estimates of expected revenues. This is unfortunate as mobile phones offer unique possibilities for creating games aimed at attracting demographics not currently catered for by the traditional console market. As a result, there has been a growing call for greater innovation within the mobile games industry and support for games outside the current console genres. In this paper, we present the design and implementation of a novel location-based game which allows us turn a camera phone into a mixed-reality laser cannon. The game uses specially designed coloured tags, which are worn by the players, and advanced colour tracking software running on a camera phone, to create a novel first person shoot-em-up (FPS) with innovative game interactions and play.

2007 ◽  
Vol 44 (4) ◽  
pp. 307-318 ◽  
Author(s):  
Reuben Edwards ◽  
Paul Coulton

As standardised operating systems for mobile phones emerge the development skills required are not merely those of being able to programme in an object-orientated language; rather, they are those of the embedded programming engineer. In this paper we show that embedded programming can be both attractive to students and a novel way of delivering difficult engineering concepts.


2007 ◽  
Vol 28 (1) ◽  
pp. 49-62 ◽  
Author(s):  
Mikko Villi

Abstract In this article I will elucidate the concept of photo messaging, and examine camera phones in the context of communication and photography. Camera functions are nowadays a popular add-on to the mobile (cellular) phone. Users can send photographs directly from the phone as photo messages. Findings suggest that the ubiquitous camera phone, and photo messaging, may substantially change the ways in which people use personal photography. The imaging capacity of mobile phones is becoming a potential part of perpetual visual contact. Thus taking and sending photographs on a camera phone represents a new resource for visual communication.


Author(s):  
Ingrid Richardson ◽  
Larissa Hjorth

This article provides a critical overview of mobile gaming, from discrete offline casual games to location-based, mixed reality, cross-platform, and urban games and, more recently, the array of downloadable playful and social applications for the touchscreen smartphone and handheld tablet or iPad. The discussion begins by casting mobile games as one of the most significant trajectories of an emerging app-based media ecology. The authors consider the way mobile gaming and play have become intrinsic to our everyday practices and challenge the distinction that is often made between casual and hardcore (or ‘real') gamers. The article then explores how location-based mobile games generate hybrid experiences of place and presence, requiring the player to integrate their own situated and embodied perception of the world with dynamic GPS-enabled information. Finally, the overview turns to the relation between mobile media and social media games—which include those mobile games and apps that embed social networking and sharing features into the game or games accessed and played through social networking services via a mobile device. On a broader scale—in terms of the impact of mobile games on our daily lives—the proliferation of mobile interfaces, games, and playful apps is playing a key role in what is termed the ‘lusory' or playful turn in culture.


Author(s):  
Martijn Kors ◽  
Gabriele Ferri ◽  
Erik D. van der Spek ◽  
Cas Ketel ◽  
Ben Schouten

Persuasive games are designed for a variety of objectives, from marketing to healthcare and activism. Some of the more socially aware ones cast players as members of disenfranchised minorities, prompting them to see what they see. In parallel, designers have started to leverage system-immersion to enable players to temporarily feel like another person, to sense what they sense. From these converging perspectives, we hypothesize a stilluncharted space of opportunities at the crossroads of games, empathy, persuasion, and system-immersion. We explored this space by designing A Breathtaking Journey, a mixed-reality game providing a first-person perspective of a refugee’s journey. A qualitative study was conducted to tease out empathy-arousing characteristics, provide insights on empathic experiences, and contribute three design opportunities: visceral engagement, reflective moments, and affective appeals.


2020 ◽  
Vol 10 (16) ◽  
pp. 5436 ◽  
Author(s):  
Dong-Hyun Kim ◽  
Yong-Guk Go ◽  
Soo-Mi Choi

A drone be able to fly without colliding to preserve the surroundings and its own safety. In addition, it must also incorporate numerous features of interest for drone users. In this paper, an aerial mixed-reality environment for first-person-view drone flying is proposed to provide an immersive experience and a safe environment for drone users by creating additional virtual obstacles when flying a drone in an open area. The proposed system is effective in perceiving the depth of obstacles, and enables bidirectional interaction between real and virtual worlds using a drone equipped with a stereo camera based on human binocular vision. In addition, it synchronizes the parameters of the real and virtual cameras to effectively and naturally create virtual objects in a real space. Based on user studies that included both general and expert users, we confirm that the proposed system successfully creates a mixed-reality environment using a flying drone by quickly recognizing real objects and stably combining them with virtual objects.


2011 ◽  
pp. 48-65
Author(s):  
Clarry Shchiglik ◽  
Stuart J. Barnes ◽  
Eusebio Scornavacca

The rapid uptake and increased complexity of mobile phones has provided an unprecedented platform for the penetration of mobile services. Among these, mobile entertainment is composed of a variety of services such as ringing tones, games, gambling, and so on. Games are predicted to replace ringing tones as the main driver of mobile entertainment. This chapter contributes to the development of the mobile game industry by understanding corresponding consumer perceptions towards wireless application protocol (WAP) games. A series of focus groups were conducted to gain in-depth qualitative insight of perceptions towards WAP game services. The results indicate a number of clear areas for the delivery of successful WAP game services. WAP games were perceived as lacking complexity, but at the same time, were also seen as possessing several beneficial qualities. The chapter concludes with some recommendations and predictions regarding the future of WAP games.


Author(s):  
Dong-Hyun Kim ◽  
Yong-Guk Go ◽  
Soo-Mi Choi
Keyword(s):  

2016 ◽  
Vol 16 (6) ◽  
pp. 49-58
Author(s):  
InHoo Jung ◽  
Sun-Jeong Kim ◽  
Seung-Hwan Lee

2015 ◽  
Vol 95 (3) ◽  
pp. 449-460 ◽  
Author(s):  
Michael Baran ◽  
Nicole Lehrer ◽  
Margaret Duff ◽  
Vinay Venkataraman ◽  
Pavan Turaga ◽  
...  

Interactive neurorehabilitation (INR) systems provide therapy that can evaluate and deliver feedback on a patient's movement computationally. There are currently many approaches to INR design and implementation, without a clear indication of which methods to utilize best. This article presents key interactive computing, motor learning, and media arts concepts utilized by an interdisciplinary group to develop adaptive, mixed reality INR systems for upper extremity therapy of patients with stroke. Two INR systems are used as examples to show how the concepts can be applied within: (1) a small-scale INR clinical study that achieved integrated improvement of movement quality and functionality through continuously supervised therapy and (2) a pilot study that achieved improvement of clinical scores with minimal supervision. The notion is proposed that some of the successful approaches developed and tested within these systems can form the basis of a scalable design methodology for other INR systems. A coherent approach to INR design is needed to facilitate the use of the systems by physical therapists, increase the number of successful INR studies, and generate rich clinical data that can inform the development of best practices for use of INR in physical therapy.


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