Butterfly Effect: An Augmented Reality Puzzle Game Marleigh Norton Blair MacIntyre Steven Dow Maribeth Gandy Game 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. Equipment Head-Mounted Display Tornado Stick Rotations • Tornado Stick controls Virtual Axis – First Button – Place / Remove Axis – Second Button – Pause / Unpause Axis – Third Button – Rotate Butterflies Tornado 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” Butterfly Effect Butterfly Effect Video QuickTime™ and a H.263 decompressor are needed to see this picture. Design 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 Design Context • Home environment – Run on next generation game consoles – Must be easy to set up – Minimize use of special equipment 1st Prototype: 2D Paper 2nd Prototype: 2D Interactive 3rd Prototype: Video Tuning • 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 Open Issues: Depth Perception • Static Depth Cues Open Issues: Depth Perception • Remove Automatic Depth Cues Open Issues: Depth Perception • Remove Unavailable Depth Cues Open Issues: Depth Perception • Texture probably the best Without Grid With Grid Is Occlusion Really Impossible? • Ad hoc modeling – Automatic modeling during calibration – Fiducials • Real time depth – Depth from stereo • Something to be explored Virtual Obstacles - Bees • No consequences for using poor strategy • Bees behave like butterflies • “Sting” if caught • Penalty – Lose life – Butterflies escape QuickTi me™ and a TIFF ( Uncompressed) decompressor are needed to see thi s pi ctur e. Questions? Old Slides from Past Talks (In case people as a question I have slides for.) Butterfly Effect: An Augmented Reality Puzzle Game Marleigh Norton Technical Advisor: Blair MacIntyre Person Walks Through Game Area Person Walks Through Game Area Person Walks Through Game Area Derive Walls from Path Derive Walls from Path Why this is Fun • Fun in the same ways Rubik’s Cubes are fun • Caillois’s Four Categories of Games [1] – agôn, alea, mimicry, ilinx • MacTavish’s “astonishment at visual and auditory technology” [2] Open Issues • Scoring • Capture Interaction • Depth Perception Open 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 Open 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. Open 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] Questions & Feedback • Scoring – Efficiency • Capture Interaction – Location-based capture – Butterfly Net Capture • Depth Perception – Which cues to use? More ideas? • Other Feedback References: 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 References: 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. References: 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. References: 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. Implementation Status • It’s 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. The Screen Feedback • • • • Rotation Interface Depth Perception Score Aesthetics Rotation 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 Depth Perception • Problem: It’s hard to tell where the butterflies are, especially when they’re “behind walls” – Complication: can’t change appearance of butterfly based on presence of wall (or can we…?) • Changes: Add grid with drop shadows – Also, it’s less of a problem when you’re actually playing Score • Problem: for Efficiency-based score, lower was better (confusing players) – Suggestions • Timer • Subtract from High initial score • No Score • Changes: No Score – Score isn’t really that important – Was causing more problems than it solved Aesthetics • 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 Frog has Butterfly in Sights Frog Catches Butterfly Frog Eats Butterfly Future Work: Finish Implementation • • • • Sounds Graphics Animations Refine Stick – Are those the right buttons? – Buttons or Switches or ??? – InertiaCube Issues with Ferris Environments Thanks to the Augmented Environments Lab, especially: • Blair MacIntyre • Steven Dow • Enylton Machado Coelho Questions?