THESIS
2013
x, 31 p. : ill. ; 30 cm
Abstract
Locative games, or location-based games, are very popular nowadays because of their
unique playing experience. They are being mostly explored for large-scale spaces, such as
urban areas, for multiple players using localization technologies like GPS, or for small-scale
spaces, such as a table, for single players using vision-based methods by feature matching.
In this thesis, we propose middle-scale locative games which allow multiple players to play
digital games by physically moving inside a middle-scale spaces, such as a classroom, to fill in
the gap between the aforementioned large-scale and small-scale locative games. We present a
new scalable map to enable the middle-scale locative game experience. Our map is built upon
the recent development of fiducial markers, specifica...[
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Locative games, or location-based games, are very popular nowadays because of their
unique playing experience. They are being mostly explored for large-scale spaces, such as
urban areas, for multiple players using localization technologies like GPS, or for small-scale
spaces, such as a table, for single players using vision-based methods by feature matching.
In this thesis, we propose middle-scale locative games which allow multiple players to play
digital games by physically moving inside a middle-scale spaces, such as a classroom, to fill in
the gap between the aforementioned large-scale and small-scale locative games. We present a
new scalable map to enable the middle-scale locative game experience. Our map is built upon
the recent development of fiducial markers, specifically, random dot markers. We propose a
simple solution, which is to use a grid of compound markers, to address the scalability problem.
Our highly scalable approach is able to generate a middle-scale map on which multiple players
can stand and position themselves via mobile cameras in real time. Our map could cover a
large indoor area within a typical mobile phone’s limited runtime memory, and demonstrates
higher localization accuracy over traditional map of ARToolkit markers. We show how a classic
computer game can be effectively adapted to our middle-scale gaming platform.
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