Archive for the 'Conferences' Category
Augmented-Reality Scratch: A children’s Authoring Environment for Augmented-Reality Experiences
Abstract
In this paper we introduce AR Scratch, the first augmented-reality (AR) authoring environment designed for children. By adding augmented-reality functionality to the Scratch programming platform, this environment allows pre-teens to create programs that mix real and virtual spaces. Children can display virtual objects on a real-world space seen through a camera, and they can control the virtual world through interactions between physical objects. This paper describes the system design process, which focused on appropriately presenting the AR technology to the typical Scratch population (children aged 8-12), as influenced by knowledge of child spatial cognition, programming expertise, and interaction metaphors. Evaluation of this environment is proposed, accompanied by results from an initial pilot study, as well as discussion of foreseeable impacts on the Scratch user community.
Full Reference
I. Radu and B. MacIntyre, “Augmented-Reality Scratch: A children’s Authoring Environment for Augmented-Reality Experiences,” Proceedings of the 8th International Conference on Interaction Design and Children, Como, Italy: ACM, 2009, pp. 210-213.
4 commentsWatercolor Inspired Non-Photorealistic Rendering for AR
Abstract
Non-photorealistic rendering (NPR) is an attractive approach for seamlessly blending virtual and physical content in Augmented Reality (AR) applications. Simple NRP techniques, that use information from a single rendered image, have been demonstrated in real-time AR systems. More complex NRP techniques require visual coherence across multiple frames of video, and typical offline algorithms are expensive and/or require global knowledge of the video sequence. To use such techniques in real-time AR, fast algorithms must be developed that do not require information past the currently rendered frame. This paper presents a watercolor-like NPR style for AR applications with some degree of visual coherence.
Watercolor-like AR. Three virtual objects (a teapot, a cube and a bunny) and several real objects (pens, notes, a bottle and a tissue box) are stylized.
Reference
Jiajian Chen, Greg Turk, Blair MacIntyre, Watercolor Inspired Non-Photorealistic Rendering for Augmented Reality, In Proc. ACM Symposium of Virtual Reality Science and Technology (VRST08), October 2008, Bordeaux, Fracne [pdf]
BragFish paper got accepted by ACE08
Congratulations~ I will attach the full paper and video later.
Abstract:
In this paper, we present our research on social interaction in colocated handheld augmented reality (AR) games. These games are characterized by shared physical spaces which promote physical awareness between players and individual gaming devices which support both public and private information. One result of our exploration of the design and evaluation of such games is a prototype called BragFish. Through BragFish, we aim to investigate the connections between the observed game experience (focusing on social and physical interaction) and the designed affordances of our AR handheld game. Our evaluation of
BragFish shows that most of the 18 players form strategies for social play by leveraging visual, aural and physical cues from the shared space. Moreover, we use this as an example to motivate discussions on how to improve social play experiences for colocated handheld games by designing for shared spaces.
Reference:
Yan Xu, Maribeth Gandy, Sami Deen, Brian Schrank, Kim Spreen, Michael Gorbsky, Timothy White, Evan Barba, Iullian Radu, Jay Bolter, Blair MacIntyre, BragFish: Exploring Physical and Social Interaction in
Co-located Handheld Augmented Reality Games, International conference on Advances in computer entertainment technology, ACM Press, 2008.

