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Jae-eun Shin Kickoff Meeting (Jan. 5th, 2016).  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.

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Presentation on theme: "Jae-eun Shin Kickoff Meeting (Jan. 5th, 2016).  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."— Presentation transcript:

1 Jae-eun Shin Kickoff Meeting (Jan. 5th, 2016)

2  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 medium 으로 서의 가능성 탐색 -> 실현 (game play + AR authoring) ( 左 ) Magic Leap AR Game Demo ( 右 ) Microsoft HoloLens Demo

3 정성적 목표정량적 목표상반기 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 medium 으로 전용 (appropriate) 할 수 있는 모델 제시

4  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.

5  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-of- reality/augmented-reality-movies/spatial-narratives/

6  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

7  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

8 1) 사용자 입장에서 AR 환경이 제공하는 인터랙티비티의 능동성을 극대화 할 수 있는 콘텐츠 설계 방식을 정립 2)AR 게임을 Creative Product 이자 Medium 인 콘텐츠로 포지셔닝 상황인식 기반 AR 게임 /gamification 콘텐츠의 다변화에 기여

9  Augmented Creativity 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

10  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

11  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

12  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

13  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

14  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

15  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

16 Strength - 연구 주제에 대한 인문학적 출발 / 접근 Weakness - 공학적 / 기술적 지식 / 사고 기반 취약 Opportunity - 머지않은 AR ( 게임 ) 디바 이스 / 콘텐츠 시장의 개화 AR 콘텐츠에 대한 고유의 연구 영역 구축 기초 습득 과정 병행 (CT, 연구실의 인적 / 물적 자원 활용 ) Threat -AR 콘텐츠 시장의 수요 - 공급 형성 양상이 불투명 유연한 문제 의식 설정과 대응 산업 동향 / 관련 기술 이슈 에 대한 지속적 트래킹과 지식 습득


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