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Ghostwire Creating Augmented Reality Experiences on Nintendo DSi
Tom SöderlundA Different Game
Introduction
Topic de jour
Creating Augmented Reality Experiences on Nintendo DSi
Augmented Reality
Combination of real-world and computer-generated data
Augmented Reality: Usage
IPerG: “Epidemic Menace” (2004)
Augmented Reality 2.0
Ghostwire Symbian (2006)
Ghostwire DSi
Why Nintendo DSi?
Technical Restraints
No Markers
Mobile
Limited Hardware
How It Works
Frame 1 Frame 2
How It Works
Key Design Challenges
Suspension of Disbelief
Robustness
Longevity
Suspension of Disbelief
Challenge #1
Suspension of Disbelief:How to Create a Believable Ghost?
Suspension of Disbelief: OK
Concept Art
Suspension of Disbelief: Fail
Suspension of Disbelief: Solution
Player Instructions
Suitable Content for Augmented Reality
The Properties of Ghosts
Robustness
Challenge #2
Robustness:How to avoid motion-tracking errors?
Robustness: OK
Concept Art
Robustness: Fail
Concept Art
Limiting the Degrees of Freedom
Player
360°
Ghost
Longevity
Challenge #3
Longevity:How to make the fun last?
Extending the AR Gameplay
Core AR Gamepla
y
Expanding Gameplay Beyond AR
Tools
Collection Adventure
Mini-Games
Puzzles
AugmentedReality
Conclusions
Suspension of Disbelief: Use Suitable Content
Robustness: Degrees of Freedom
Longevity: Extend and Expand
Ghostwire DSi: Sneak Preview