LYCEUM OF ALABANG Km. 30 National Road, Tunasan, Muntinlupa City
THE DEVELOPMENT OF FIRST PERSON ROBOT SHOOTING ANDROID GAME USING AUGMENTED REALITY TECHNOLOGY
Researchers: ALVAREZ, JOEY REYES, JOWELL HOMO, JUSTINE
BSIT 42E2
A Project Presented to the Faculty of the College of Computer Studies and Engineering in partial fulfillment of the requirement for the Degree of BACHELOR OF SCIENCE IN INFORMATION INFORMATION TECHNOLOGY
Januar 2!"#
C$a%&'r I INTRODUCTION The Increasing use of Technology in all aspects of society makes creative and productive use of Information and Communication Technology an essential skill for life. ICT is not only a mastery of technical skills and techniques. It Also facilitates the understanding of these skills in learning, everyday life and employment. These days on of the most important devices we can use to help with our life are smartphone. There is so much that we can do with a smartphone and so many different ways in which they play a key role in our life. In todays society, its hard to imagine going a day without our phones. !hile we have the world virtually at our fingertips, our smartphones are no longer "ust a means of communication # they are also a means of entertainment. $martphones and ta%lets have transformed the way in which we play a game. &o longer do people need to %e in front of their 'C or gaming consoles. (sing a smartphone we can access the app store and get hold of almost any game availa%le. This android ro%ot shooting game is a com%ination of )irst * 'erson perspective and Augmented Reality Technology. It %enefits a new game e+perience to %ring en"oyment and entertainment to the players using android devices.
C$a%&'r I INTRODUCTION The Increasing use of Technology in all aspects of society makes creative and productive use of Information and Communication Technology an essential skill for life. ICT is not only a mastery of technical skills and techniques. It Also facilitates the understanding of these skills in learning, everyday life and employment. These days on of the most important devices we can use to help with our life are smartphone. There is so much that we can do with a smartphone and so many different ways in which they play a key role in our life. In todays society, its hard to imagine going a day without our phones. !hile we have the world virtually at our fingertips, our smartphones are no longer "ust a means of communication # they are also a means of entertainment. $martphones and ta%lets have transformed the way in which we play a game. &o longer do people need to %e in front of their 'C or gaming consoles. (sing a smartphone we can access the app store and get hold of almost any game availa%le. This android ro%ot shooting game is a com%ination of )irst * 'erson perspective and Augmented Reality Technology. It %enefits a new game e+perience to %ring en"oyment and entertainment to the players using android devices.
Pr()'*& C(n&'+& aming is one of the most popular computer activities. &ew technologies are constantly arriving to make it possi%le to develop %etter and more powerful games that can %e run in any standards-compliant. ne of the most e+citing technologies that has surfaced on the market and is gaining momentum, augmented reality /AR0 provides an e+cellent way for adding e+tra interactivity to your app. 1everage the power of mo%ile device2s in-%uilt capa%ilities # camera, accelerometer, '$, and solid state compass # to transform user2s environment %y using digital content and o%"ect overlays on top of real things. Incorporated in mo%ile games, AR ena%les a uniq unique ue play player er pers perspe pect ctiv ive, e, prov provid ides es load loadss of optio options ns for for e+ten e+tendin ding g a gamepl gameplay ay,, and and the the convenience of direct interaction with the imagery world as opposed to using a console or a key%oard. The scope of the game is having the Fr-& . P'r-(n S$((&n/ Ga0' /allows the player to e+perience the game from a first-person perspective0 with Au/0'n&'1 R'a& T'*$n((/ 3 a live direct or indirect view of a physical3 real-world environment whose elements are augmented /or supplemented0 %y computer generated sensory input such as sound, video, graphics or '$ data. It is related to a more general concept called mediated reality, in which a view of a reality is modified %y a computer. As a result, the technology functions is enhancing %y one2s current perception of reality %y contrast, virtual reality replaces the real world with a simulated one0 for the gameplay. (sing these, researchers would make a new game that could give mo%ile gamers new e+perience in )'$ com%ing Augmented Reality. Ga0'r Ga0'r-- !e can2t deny that every year there2s a %ig change in our technology and
gaming industry as well. There might %e different genre in games %ut they are completely the
same in term of gaming. Technologies are evolving so that we need to go with the flow to adapt the changes. amers these days are tired of playing the same game every day even ev en if it2s %ringing %ringing %ack some old memories of playing. $o, some researchers4game analyst invented a new way of gaming making it possi%le to play in a new game e+perience where the gamers would %e satisfied.
Pur%(-' an1 D'-*r%&(n The )irst-'erson Ro%ot $hooting Android ame using Augmented Reality is a )'$ where it merges the concept of )irst 'erson $hooting game and Augmented where you play as the main character and the (I is the view of your arm and firearms only, and in the part of Augmented Reality. It merges the Reality and 5irtual Reality %y the means of the reference o%"ect /'aper card%oard0 allowing you to see %oth %y the use of camera where is provided when you play the game.
O5)'*&6'G'n'ra O5)'*&6'
The general o%"ective is to develop a )irst - 'erson ro%ot shooting android game to %ring new game e+perience to the players using Augmented Reality Technology. S%'*7* O5)'*&6'-
•
To create a game that will change the perspective of the user or gamers games making them e+perience a new level of gaming e+perience.
•
6eep the user interested playing a first person perspective game and with good gameplay mechanics.
•
To determine user2s interest for playing the game fighting with enemies in every each stages.
S*(%' an1 L0&a&(nS*(%'
The )irst 'erson Ro%ot $hooting Android ame features the )irst * 'erson shooting perspective and Augmented Reality Technology. It requires a reference type o%"ect paper /provided %y the researchers and it includes in downloading0 for augmentation of the game stage. It has a splash screen for loading the game, degree of difficulties, 78 different stages that each of it will have 9 to waves of ro%ots, which are the enemies in the game, achievements, time record of finishing each stages, and ranks that user needs for unlocking the ne+t stage to proceed.
L0&a&(n-
The game does not featured multi - player mode 8 'layer cannot save the current stage. The application will %e android %ased which user needs android device to play the game. C(n*'%&ua Fra0'9(r:
In this part, the conceptual model will show the view of the input data structure, process during the development and outputs, and other requirements of the system that Input
utput
•
ame
•
'erspective Augmented Reality
•
•
Technology 9< ;odeling and
•
Animation =lender
M'&$(1((/
Iterative
Initial 'lanning 'lanning Requirements
S(7&9ar' R'=ur'0'n&-; • •
(nity 9< C>
E6aua&(n
$tandard I$4I?C @778 Har19ar' R'=ur'0'n&-; •
Android
•
Reference paper o%"ect/Augmentation0
)igure 7: Conceptual ;odel
C$a%&'r II R'6'9 (7 R'a&'1 L&'ra&ur'-
Fr-& P'r-(n An1r(1 S$((&n/ Ga0' U-n/ Au/0'n&'1 R'a& T'*$n((/8 Ra&n/-;
R'a&'1 L&'ra&ur'F(r'/n L&'ra&ur'Au/0'n&'1 R'a&; An O6'r6'9 an1 Dr'*&(nF(r AR n E1u*a&(n In&r(1u*&(n
Augmented reality /AR0 is an emerging form of e+perience in which the real world /R!0 is enhanced %y computer-generated content which is tied to specific locations and4or activities. In simple terms, AR allows digital content to %e seamlessly overlaid and mi+ed into our perceptions of the real world. In addition to the @< and 9< o%"ects which many may e+pect, digital assets such as audio and video files, te+tual information, and even olfactory or tactile information can %e incorporated into users2 perceptions of the real world. Collectively, these augmentations can serve to aid and enhance individuals2 knowledge and understanding of what is going on around them. Rather than seeming out of place, the digital markups inherent in AR lets users perceive the real world, along with Badded2 data, as a single, seamless environment. Though science fiction long ago introduced the concept of AR into our collective consciousness, until very recently, many might have la%eled it a feature of our distant future. &ow, however, we are riding the crest of a technological wave. AR is on the verge of %ecoming a household term, and perhaps, for many, an insepara%le part of everyday life.
Au/0'n&'1 R'a& an1 Vr&ua R'a&
!hile considering the array of developing technologies, all seeking to modify, augment, interface with, or even replace our perceptions of reality, ;ilgram and 6ishino /70 sought to clarify the work %eing done %y defining four types of environments. )irst is the real world, or the real environment, which we are all familiar with. n the opposite end of the scale are virtual worlds, or virtual environments /often previously la%eled virtual reality0, in which all information perceived %y the user is computer-generated and completely unrelated to real world locations, o%"ects, or activities. =etween these two e+tremes e+ist, at least conceptually, two types of augmented environments: Augmented Reality /AR0 which takes the real world and real environments as its %ackdrop. and inserts computer-generated content, and augmented virtuality, in which a computer-generated world serves as the %ackdrop while real-world data is %lended in and superimposed. )igure 7 illustrates the mi+ed reality /;R0 spectrum, or the Reality-5irtuality /R50 Continuum, proposed %y ;ilgram et al. /70.
Reference 1ink : http:44connection.e%scohost.com4c4articles4D88D8@4augmented-realityoverview-five-directions-ar-education
R(5u-& R'/-&ra&(n (7 Vr&ua O5)'*&- 7(r R'aT0' Au/0'n&'1 R'a&
In&r(1u*&(n
The sights and sound of a cool fall afternoon %ring a sense of calm to the mind and soul. Red and yellow leaves flutter in the gentle %reeEe, a frisky little squirrel collects acorns for the pending winter, a flock of geese fly south in unison overhead, and a @8-foot T-Re+ gently sips water from the clear flowing creek. Follywood movies have %een merging computer-generated imagery with scenes of the real world for several years now, and the results are so realistic that it is sometimes difficult to differentiate %etween the real and the virtual. )rom the synchroniEed interactions %etween man and dinosaur in Gurassic 'ark, to the re-creation of the Titanic in the movie of the same name, special effects artists seem to have mastered the art of seamlessly com%ining photo-realistic virtual 9< o%"ects with pre-recorded @< video footage. Au/0'n&a&(n En6r(n0'n&
A typical augmented reality environment consists of a camera device, a display device, and in some cases a user-interface device to interact with the virtual o%"ects. Ca0'ra an1 D-%a T'*$n((/
In order to com%ine the real world with virtual o%"ects in real-time we must configure camera and display hardware. The three most popular display configurations currently in use for augmented reality are ;onitor-%ased, 5ideo $ee-through and ptical $ee-through HA(;Ja, 5A11KL.
S*(%'
The focus of this thesis is on the registration process of augmented reality, specifically as it relates to the augmentation of @< and 9< o%"ects onto planar surfaces containing patterns of features. ur hypothesis is that the level of relia%ility or ro%ustness that can %e achieved will largely depend upon the features we choose to track, as well as the arrangement of these features in our planar patterns. Therefore, our research will attempt to analyEe what constitutes a relia%le pattern that is sta%le enough for high-quality, real time augmentation.
Reference 1ink : http:44people.scs.carleton.ca4Mroth4'u%
[email protected]
A Sur6' (7 E6aua&(n T'*$n=u'- U-'1 n Au/0'n&'1 R'a& S&u1'In&r(1u*&(n
Although Augmented Reality /AR0 has %een in studied for over forty years it has only %een recently that researchers have %egun to formally evaluate AR applications. ;ost of the pu%lished AR research has %een on ena%ling technologies /tracking or displays, etc0, or on e+perimental prototype applications, %ut there has %een little user evaluation of AR interfaces H9L. In @88 $wann et al. H77L produced a literature survey reviewing a total of 778 articles from the leading "ournals and conferences. f the @DD AR-related pu%lications identified, only 9K /M7O0 addressed some aspect of human computer interaction, and only @7 /MKO0 descri%ed a formal user evaluation. They conclude that user-%ased studies have %een under - utiliEed in AR research. ne reason for the lack of user evaluations in AR could %e a lack of education on how to evaluate AR e+periences, how to properly design e+periments, choose the appropriate methods,
apply empirical methods, and analyse the results. There also seems to %e a lack of understanding of the need of doing studies or sometimes the incorrect motivation for doing them. If user evaluations are conducted out of incorrect motivation or if empirical methods are not properly applied, the reported results and findings are of limited value or can even %e misleading. M'&$(1((/
ur literature survey method is characteriEed %y iterative selection, filtering and classification processes. !e started %y defining and selecting appropriate sources for our literature survey /section 9.70 and filtering the initial collection of articles to meet our o%"ectives /section 9.@0. !e removed articles that were incorrectly selected in the search process /false positives0 and identified those articles that included user evaluations. )inally, we classified the AR user evaluation articles according to two different classification schemes. D-*u--(n
In our survey we have followed a different method to $wan and a%%ard H@L. Although %oth approaches are not directly compara%le in terms of a%solute num%ers or percentage of AR evaluation pu%lications, we found some similar results. $wan and a%%ard found @7 user %ased e+periments in a total of @DD AR related pu%lications, which represents around KO. ur paper selection was somewhat %roader, e.g. including other peer reviewed pu%lications such as posters.
C(n*u-(n- an1 Fu&ur' 9(r:
In this report we presented a literature survey of user evaluation techniques in selected Augmented Reality research pu%lications %etween 79 and @88J. )irst we aimed at e+tending
previous work %y considering more recent pu%lications and e+tending the classification of types of user evaluations with a more task oriented focus. $econd we categoriEed the pu%lications %y looking that the evaluation methods used. A goal of this literature survey was to provide a resource for the AR community. It may %e used to get an overview of the use of user evaluation techniques in augmented reality and help to promote the use and further increase the quality of user evaluation in AR research.
Reference 1ink : https:44www.researchgate.net4profile4;arkN=illinghurst4pu%lication4@7DKDJD97NAN$urveyNofN? valuationNTechniquesN(sedNinNAugmentedNRealityN$tudies4links48cD8@De%K8DJJ888888 .pdfPoriginQpu%licationNlist
Au/0'n&'1 r'a& a- 0u&0'1a; &$' *a-' 7(r -&ua&'1 6(*a5uar 'arnn/ Au/0'n&'1 r'a& 7(r 'arnn/
The general pu%lic is %ecoming more familiar with AR mainly %ecause of AR %rowsers used for conveying a variety of location-%ased information /ru%ert et al. @8770. Currently, people use some AR %rowsers to see virtual la%els and sym%ols integrated with a live video feed of the real environment. This makes understanding location-related information, such as names of %uildings, distances of restaurants, and arrows for navigation, easier /)u"imoto et al. @87@0. In the case of situated voca%ulary learning, instead of displaying names and directions, we designed a system that displays words and animations to teach new voca%ulary words that are relevant to the o%"ects found within the environment.
C(nn'*&n/ 6(*a5uar an1 &$' 'n6r(n0'n& u-n/ au/0'n&'1 r'a&
There are several ideas using AR technology to motivate language learning. )or e+ample, 1i et al. /@870 made a flash card interaction for learning ?nglish. ur idea is to use AR for situated voca%ulary learning. The most important feature of situated voca%ulary learning is the presentation of useful voca%ulary words relevant to the current environment. =ased on the ARC$ model /6eller 7KJ0, relevance is one of the four factors to consider in creating motivating instructional materials. ARC$ stands for attention, relevance, confidence, and satisfaction which are the factors contri%uting to motivation in using learning materials. Among 6eller2s suggestions is relating new information to something the student is familiar with. In our case, we relate the voca%ulary words with a familiar environment.
Mu&0'1a 'arnn/ a%%'1 &( au/0'n&'1 r'a&
In multimedia learning theory, multimedia refers to pictures and words /%oth written and spoken0. It has three assumptions, namely, dual-channels, limited capacity, and active processing. )irst, humans have two separate channels for perceiving visual and auditory information. $econd, individuals can only attend to a limited amount of information at any given time. 1astly, learning only takes place if the learner actively processes incoming information %y connecting it to prior knowledge. ;ultimedia learning identifies five processes /;ayer @883 ;ayer @880 in learning: 7. $electing words and images @. rganiEing selected words 9. rganiEing selected images . Integrating information with prior knowledges
Reference 1ink : http:44penoy.admu.edu.ph4Malls4wpcontent4uploads4@87D4874$antosNR'T?1NRevisionv8.pdf
T$' %(&'n&a (7 61'( /a0' n Maa an/ua/' 'arnn/ 7(r 7(r'/n -&u1'n&- n a %u5* $/$'r '1u*a&(n n-&&u&(n L&'ra&ur' r'6'9
$tudies on use of video games in language learning outside ;alaysia mostly focused on effectiveness of computer games, digital games and video games %y researchers /;uhammet
O5)'*&6'-
In general, this study is aimed at investigating the potential of video game in implementing learning of =; as a foreign language in a 'u%lic Figher ?ducation Institute /'F?I0. The research o%"ectives are given in the following: .7 To o%tain e+pert consensus on the predictions of the type4genre of video game in implementing learning of =; %y foreign students in a 'F?I. .@ To o%tain e+pert consensus on prediction of emergence of video game %ased on technology used in implementing teaching and learning of =ahasa ;elayu among foreign students at a 'F?I. .9 To o%tain opinion of e+perts regarding the suita%ility of each type of video game for the aspect of %asic skills in =ahasa ;elayu in implementing learning of %ahasa ;elayu %y foreign students in a 'F?I. C(n*u-(n-
$tudies on a futuristic curriculum through video game are appropriate to %e carried out in order to effect change in the curriculum in the ne+t to 78 years. The result of e+pert consensus proves that part of the elements of video game playing have potential in implementing learning of =; among foreign students in 'F?I as shown %y the consensus of e+perts at the level of 8.D8 to 8.K8. This means that the e+pert consensus was at the level of agreeU to highly agreeU.
Reference 1ink : http:44www.sciencedirect.com4science4article4pii4$7KJJ8@K788D78@
L(*a L&'ra&ur'On 7ra0' ra&' an1 %a'r %'r7(r0an*' n 7r-& %'r-(n -$((&'r /a0'In&r(1u*&(n
The growth in the computer game industry has pushed for innovation in hardware development from new desktop graphics hardware to powerful mo%ile and hand-held game devices in the quest to support compelling computer games. !hile many of the newest games require state-ofart hardware to deliver rich and immersive games, economics dictate that the same games will %e played without the latest hardware. Computer games typically run on platforms with a range of processing and display capa%ilities, and a single game title may %e released on 'C, console and hand-held devices simultaneously. ?ven games released only for 'Cs must %e effective over a considera%le range of processing power and graphics card capa%ilities. There are many factors that influence player performance,7 such as resolution, network latency, and frame rate. Careful study of each factor is an essential first step in determining the overall impact on game playa%ility. Fr-& %'r-(n -$((&'r-
)irst 'erson $hooter games are a popular game genre wherein the player looks through the eyes of the avatar /the first person0 and engages in com%at, typically with ranged weapons /the shooter0. )'$ games, and most other games, go through several phases that differ in the player interactions with the game and, hence, in the impact of frame rate on the player performance. Although the duration and frequency of each phase varies depending upon the specific game, fundamental phases common to most )'$ games include:
S'&u% -
they want at that time. )or e+ample, the player may select the map, avatar type and team. The $etup phase is generally relatively short, with fairly rapid player interactions so as to proceed on to gameplay as fast as possi%le. Fowever, while players do interact with the game engine, the actions in this phase are mostly time-insensitive and so are unaffected %y poor frame rates. Pa -
changes in the game state %ased on the visual images on the screen. )or e+ample, an )'$ game responds to the player request for a movement of an avatar %y visually altering the location of the avatar on the player2s screen. The player may choose to respond %y issuing a request to move the weapon sight to target an opponent or %y issuing a new movement request for location change. The 'lay phase interactions are generally categoriEed %y their time-critical nature. Tran-&(n - In %etween 'lay phases, most games have a Transition phase where game
information is loaded and processed locally from a game disk into memory. )or e+ample, in an )'$ the map may %e loaded and the location of the powerups, weapons and opponents determined. The Transition phase generally has low frame rate requirements since there is no player interaction during this phase.
E+%'r0'n& 'n6r(n0'n& The e+periments were conducted in a sectioned room that ena%led one person to run through the e+periments without %eing o%served %y other waiting participants. ?ach complete run of the e+periment /one user0 took appro+imately 78 min. and participants for the study were accepted on a first-come, first-served %asis.
Reference 1ink : https:44www.google.com.ph4urlP saQtSrctQ"SqQSesrcQsSsourceQwe%ScdQ7ScadQr"aSuactQKSvedQ8ah(6?w"aN%vffVAh !CW1w6FVTCC"oV)gga;AASurlQhttpsO9AO@)O@)we%.cs.wpi.eduO@)Mclaypool O@)papersO@)frO@)fullte+t.pdfSusgQA)V"C&F
La&'n* T$r'-$(1- 7(r U-a5& n Ga0'-; A Sur6'
In&r(1u*&(n
!henever a human interacts with a computer, the computer could %e said to run anU interactive applicationU. A user enters some input and the computer responds. !ord processors, spreadsheets and we%-%rowsers are %ased on a workflow where the user continuously enters input, and the system responds immediately. Conversely, not all applications have this interaction as its central function. $imulations running on supercomputers spend very little time interacting with the user, and most of its time is spent doing calculations3 these applications are often said to doU %atch processingU. Ba*:/r(un1
In any interactive application, there will %e a delay %etween the time the user sends input and the result appearing on screen. This delay is commonly termedU input lagU. If the computer communicates through a network, any communication over this network takes time, calledU network latencyU or simplyU latencyU. ;ost players typically use the termU lagU for %oth types of delay. This can make complaints from users somewhat am%iguous C(u1 Ga0n/ 6-8 C'n&S'r6'r
Client-server games are all designed from the ground up to handle network latency, deviation or displacement in phase timing and "itter /understood as irregular variation0. =y employing various prediction techniques and allowing a looser consistency in state %etween different players, these games will %e a%le to alleviate, or in some cases completely isolate, the players from the effects of latency. $ome of the most u%iquitous techniques are descri%ed in =ernier HL. Initially, this paper descri%es the %asic client-server case, where the client transfers data to the server3 the server does necessary processing and sends %ack the result, which the client renders. Fowever, strict adherence to the client-server pattern is rare e+cept in purely
e+perimental games. =y allowing the client to do some calculations locally, feed%ack can %e much quicker. C(n*u-(n- an1 Fu&ur' W(r:
This paper has investigated accepta%le latency for games. Current research is mostly inconclusive a%out latency requirements for networked games. In general, it seems that D8 ms H7KL, or even ms HL are %etter estimates at how much latency is accepta%le in the most fast paced games than the traditionally quoted 788ms value. )urthermore, there are no clear, consistent results availa%le and the diversity in game scenarios make comparisons challenging. $tudies suffer from uncontrolled environments or very limited num%ers of participants. $tudies using %oth a controlled environment and several participants that is large enough to do statistical analysis would do a lot to clarify the situation.
Reference 1ink : https:44we%.cs.wpi.edu4Mclaypool4papers4fr4fullte+t.pdf
L'arnn/ &( 5' a B(&; R'n7(r*'0'n& L'arnn/ n S$((&'r Ga0'In&r(1u*&(n
ver the past decade su%stantial research has %een performed on reinforcement learning /R10 for the ro%otics and multi-agent systems /;A$0 fields. In addition, many researchers have successfully used R1 to teach a computer how to play classic strategy games such as %ackgammon /Tesauro 70 and go /$ilver, $utton, and ;uller @88J0. Fowever, there has %een little research in the application of R1 to modern computer games. )irst person shooter /)'$0 games have common features to the fields of ro%otics and ;A$, such as agents equipped to sense and act in their environment, and comple+ continuous movement spaces. Therefore, investigating the effects of R1 in an )'$ environment is an applica%le and interesting area to research. M'&$(1
A purpose-%uilt 9< )'$ game environment was used for %oth e+periments descri%ed in this paper. The game world was an indoor %uilding type environment, equipped with walls, items, and spawn points. =ots in the game were a%le to move around the environment, sense their surroundings, pick up items, and shoot at e nemies. The R1 algorithm used for the e+periments was the ta%ular $arsa algorithm with eligi%ility traces /$arsa /00 /$utton and =arto 7K0. The ta%ular $arsa/0 algorithm was chosen as it learns the action-selection mechanism within the pro%lem /i.e., mapping states to actions in the policy ta%le0. n the other hand state value R1 algorithms /e.g., T<-lam%da0 are a%le to learn the state transition function, %ut need an e+trinsic action-selection mechanism to %e used for control. Therefore state to action mapping algorithms, such as ta%ular $arsa/0, are more suita%le than state value algorithms for )'$ %ot AI. C(n*u-(n
This paper has shown that R1 provides a promising direction for %ots in )'$ games. A num%er of advantages for using R1 over rule-%ased systems e+ist such as minimal code needed for the underlying algorithm and decrease in the time spent tuning parameters. Results have shown that different %ot personality types can %e produced %y changing the parameter associated with planning. Results indicate that the $arsa/0 algorithm can successfully %e applied to learn the )'$ %ot %ehaviors of navigation and com%at. )urther work will investigate different environmental setups and multiple runs with changing random seeds.
Reference 1ink : https:44www.aaai.org4'apers4AII4@88K4AII8K-879.pdf
A%%n/ C(n-&ran& R'a&(n-$%- 5'&9''n ''0'n&- n a S%a&a Au/0'n&'1 R'a& 'n6r(n0'n& n r'a&0' In&r(1u*&(n
Augmented reality is an e+tension to our reality, adding supplementary information and functionality, typically through the use of computer graphics /AEuma 7J0. enerally AR is confined to pro"ections through headsets or hand-held screens. $patial Augmented reality is a su%-genre of AR where the visualiEations are pro"ected onto neutral colored o%"ects %y computer driven pro"ectors /Raskar et al. @8870. This variant in design compared to the more traditional means for visualiEation allows the viewer to %ecome more in tune with the task at hand, and less concerned with the viewing medium. Tangi%le (ser Interfaces are concerned with designing an avenue for interaction with augmented material /=illinghurst, 6ato S 'oupyrev @88K0. The goal is to provide the users of a $AR system the input tools, o%"ects which are %oth tangi%le and graspa%le, to allow them to interact effectively and su%consciously with the system as if it were u%iquitous in nature. F'1 (7 T$'--
Augmented Reality, $patial Augmented Reality, Tangi%le (ser Interfaces, 'rototyping, Constraint $atisfaction Relationships R'-'ar*$ >u'-&(n
This thesis will e+amine the feasi%ility and methodologies of using real time design constraints to design productions using a spatial augmented reality system. This thesis answers the question Is introducing constraints %etween elements in a spatially augmented reality environment a feasi%le method for improving design productionsPU The scope of this thesis is limited to only the visualiEation and relationships %etween associated constraints. The proposed
techniques are designed to engage the user in a real-time design scenario, similar to that found within current Computer Aided
This section will provide an overview of the research presented within the previous literature review, highlighting limitations and gaps for future developments, improvements and research. Gustification of the research question will %e su%stantiated with the contri%utions of this research. 79 Fand-held and head-worn augmented reality systems have %een shown as potential avenues for colla%orative environments. The use of these mediums interferes with the user2s a%ility, %ecoming intrusive to the task at hand. $AR removes the need for an individual viewing medium, instead pro"ecting the virtual content onto the colla%orative physical workspace around the users.
Reference 1ink : https:44wiki.cis.unisa.edu.au4wki4images484894)eray88DNResearch'roposal.pdf
In&'ra*&6' Au/0'n&'1 R'a& u-n/ 0(5' 1'6*'M(&6a&(n
The appearance of mo%ile devices, like smartphones, with considera%le computational power has caused the growth of applications that use augmented reality /AR0. This field of technology is rapidly e+panding, especially considering there are open source li%raries designed to %e used in the capacity of image processing and computer vision and on-line services that provide easy access to applications for smartphones. In con"unction with this, it is easy for any programmer to create applications for the operating system Android and make them accessi%le to any consumer. S&ru*&ur'
This document is organiEed in three chapters. The present chapter aims to clarify the importance of the su%"ect and to descri%e the su%sequent chapters. Chapter @, $tate-of-the-art, offers the literature review of the most important technologies and applications that involve augmented reality in an Android device. Chapter 9, Conclusions, summariEes what was learned from the conception of this document. Tra*:n/ T'*$n=u'-
ne of the main pro%lems to %e considered when developing an AR application is which tracking technique to implement. ;odern mo%ile systems generally have one or more of the following devices: digital cameras, optical sensors, accelerometers, lo%al positioning system /'$0, gyroscopes, solid state compasses, radio-frequency identification /R)I<0 and wireless sensors. This section aims to review the various tracking techniques.
In1((r- L(*a&(n Ba-'1 Tra*:n/
The use of '$ in AR applications has %een very successful %ut its accuracy is not accepta%le in an indoor location. Alternative approaches have %een attempted such as the use of infra-red networks and wireless-1A& networks for triangulating position or R)I<. These solutions are not very used since they require some type of infrastructure, which %rings additional costs, without guarantee of accuracy. Mar:'r5a-'1 Tra*:n/
;arkers are commonly used as a solution for indoors tracking. A marker consists of a specific known pattern that is designed to %e easily recogniEed %y the computer with low computational cost and time. T'0%a&' Mar:'r
These were one of the earliest markers developed. Their design consists of a %lack and white square with a %order and a pattern inside. The shape, the %order and the colors are chosen so it is easily recogniEa%le as a marker and the pattern is what distinguishes it from the other markers. nce the marker is detected the application can e+tract the pattern and cross-compare it with all known patterns. This type of marker has several disadvantages: the higher the num%er of possi%le patters the slower the application will %ecome, the patters must %e designed, the application has to %e trained to recogniEe them and the comple+ity of the pattern affects the efficiency of the tracking. C(u1 *(0%u&n/
This technique consists in uploading data from a device, is this case a mo%ile phone, to a server that has a much greater computational power so it performs the most comple+ tasks, that the phone wouldn2t %e a%le to or would lose too much time performing. !hen those tasks are
finished the device can download the results. This type of configuration has other advantages %esides providing greater computational power. Any improvement done in the server side will instantly %enefit all users. This ena%les the inclusion of any type of new technology that may appear, even if its not compati%le with the smartphone, since it wouldn2t affect it as long as the output and input from the device remains the same. Also, it can free the user from the need of upgrading the application. Fowever, it also has a few relevant disadvantages. The server has to %e constantly monitored and maintained to guarantee it is always accessi%le to the users. Also, the application %ecomes completely dependent on the availa%ility of a network and the availa%le %andwidth for the communication.
Reference 1ink: http:44paginas.fe.up.pt4Mee88JJ4wp-content4uploads4@
[email protected]
R'a&'1 S-&'0F(r'/n R'a&'1 S-&'0
)igure 7: AR
the form of augmented reality. To play you need to print out a pre-defined pattern on a sheet of paper which forms a level. Then load up ARDefender on your i'hone, get the paper in view using the i'hone2s camera, and your tower to defend will appear as a 9< structure. 1ook around your tower sits on. Then move your i'hone around and start taking them out %efore they get within range of your precious tower. Reference 1ink : https:44www.google.com.ph4urlP saQtSrctQ"SqQSesrcQsSsourceQwe%ScdQ7ScadQr"aSuactQKSvedQ8ah(6?wi?&'vfVAhW6$Jw 6FR@AoV)gga;AASurlQhttpsO9AO@)O@)itunes.apple.comO@)usO@)appO@)ardefender O@)id99KJKK@O9)mt
O9
)igure @:
Reference 1ink: https:44www.google.com.ph4urlP saQtSrctQ"SqQSesrcQsSsourceQwe%ScdQ7ScadQr"aSuactQKSvedQ8ah(6?wi?&'vfVAh W6$Jw6FR@AoV)gga;AASurlQhttpsO9AO@)O@)itunes.apple.com
)igure 9: Angry Andy AR 9< is an Augmented Reality shooting game. Andys ;ission: shoot the Apples %efore they hit you and survive as long as possi%leX
Reference 1ink : https:44www.google.com.ph4urlP saQtSrctQ"SqQSesrcQsSsourceQwe%ScdQ7ScadQr"aSuactQKSvedQ8ah(6?w"os'svfVAh(G+1w6FVG=r;V)gg;AASurlQhttpO9AO@)O@)avon-ustkut.ru O@)@87DO@)8JO@)97O@)angry-andy-ar-9d-v7-8-android-skachat O@)SusgQA)V"C&?q(Rl=stNqvKTe;(aqGlKl8E?$wSsig@Qnolp@s$ce&Js'$<($JIwS% vmQ%v.7@8KDK,d.dc
)igure : )ather I. (sing an (I overlapped with your surroundings you can shoot it out with similar players in the area. ou2ll take place in geolocated quests, gather resources and take on various areas as your own. There2s also a factions concept, ones that you can "oin or destroy. The pro"ect also involves an accessory called 9D9R, a gadget that integrates an universal latching on mechanism and pro%a%ly also %undles a =luetooth module.
Reference 1ink : https:44www.google.com.ph4urlP saQtSrctQ"SqQSesrcQsSsourceQwe%ScdQ7ScadQr"aSuactQKSvedQ8ah(6?w"D6u?NfVAh!6T%w6FTVq<sV)gg%;AASurlQhttpsO9AO@)O@)play.google.com O@)storeO@)appsO@)detailsO9)idO9
)igure : Ta%le om%ies Augmented Reality Ta%le om%ies is an augmented reality game developed %y us, where the player play the role of shooter from the chopper from the rescue team. the primary o%"ective of the game is to stop the Eom%ies from reaching the survivor %ase and you are not all alone, you have the survivors team to %ack you up at round ero and stop the Eom%ie infestation. All you got to do is download the pdf from the %elow given link, print it /prefera%ly A90out and place it in your desktop, the game level will pop right on top of it.
Reference 1ink : https:44www.google.com.ph4urlP saQtSrctQ"SqQSesrcQsSsourceQwe%ScdQ7ScadQr"aSuactQKSvedQ8ah(6?wi6up5NfVAh WFwrw6F5T"
L(*a R'a&'1 S-&'0-
)igure D: I/%a9; In&ra0ur(- #
Reference 1ink: https:44www.google.com.ph4urlP saQtSrctQ"SqQSesrcQsSsourceQwe%ScdQ@ScadQr"aSuactQKSvedQ8ah(6?w"NlKNfVAh W=yrw6FTDA%gV)ggf;A?SurlQhttpO9AO@)O@)penoy.admu.edu.phO@)MallsO@)wpcontentO@)uploadsO@)@87DO@)87O@)'aperK@-IgpawRodrigoCaluya
F/ur' #; T0' &ra6' an1 '+%(r' In&ra0ur(- 9&$ &$- au/0'n&'1r'a& /a0'
5isitors to Intramuros can now view ;anilas ancient capital through augmented reality and play a game at the same time, thanks to a new mo%ile app created %y the Ateneo 1a%oratory for the 1earning $ciences. In YIgpaw: Intramuros,Y you learn that the fa%led walled citys time stream has %een fractured, displacing historical and fictional figures. our "o% is to help restore stream and send the characters %ack to their respective eras.
The augmented reality aspect of the game requires the player to actually %e inside Intramuros so they can scan historical markers with their devices as part of the gameplay.
R'7'r'n*' Ln: ; http:44www.gmanetwork.com4news4story49@J4scitech4technology4time-
travel-and-e+plore-intramuros-with-this-augmented-reality-game
F/ur'
?;
Wa6'%a
In&'ra*&6' . Pr(61'r (7 In&'ra*&6' G00*:- an1 Au/0'n&'1 R'a& P$%%n'-
$ometimes, the traditional options "ust don2t cut it. $ometimes you have to make a %ig impact and the only way to do that is with a truly innovative option. !ith so much new technology popping up what seems like every day, and with the already availa%le options so interesting, it2s no wonder that one of the %est ways to capture an audience nowadays are through witty interactive gimmicks. !ith !aveplay Interactive, you now have a whole myriad of new possi%ilities that you can make your own in order to stand out.
At !aveplay Interactive, we specialiEe in conceptualiEing interactive ideas and e+ecuting them for your events from !aveplay group motion gaming, touch screen games, sound games, augmented reality, custom 6inect games,
Reference 1ink : http:44www.waveplayinteractive.com4gallery4waveplay-interactive-provider-ofinteractive-gimmicks4
)igure : Du&'r&' F/$&n/ Cr0' Philippine President Rodrigo Duterte has been in the headlines, not only in his country, of international media because of his tough way in dealing with criminality in his nation. His crime ghting toughness is embodied in the free mobile game app "Duterte Fighting Crime ". !he game was deeloped by a Filipino deeloper #n$o Pascual. !he goal of the game is to %ill the criminals and earn badges and weapons. Duterte will shoot criminals li%e robbers and drug peddlers. &eapons of higher caliber must be collected to defeat tougher criminals.
Reference 'in%( http())en.yibada.com)articles)*++-)/*+*//-)philippines0duterte0has0a0shooting0 game.htm1i23345y'p672&
)igure 78: Au/0'n&'1 R'a& D(ra0a E+%'r'n*' (7 &$' P$%%n' H-&(r Fr-& @D(n @D '+%'r'n*'
The 9< Augmented Reality /AR0
Reference 1ink: http:44www.ourawesomeplanet.com4awesome4@8748D4augmented-realitydiorama-e+perience-of-the-philippine-history-first-9d-on-9d-e+perience-ayala-museum-photoessay.html
Sn&$'--
ur game has a feature of Augmented Reality and )'$ game perspective that some related literatures had. !e get the idea of augmentation of the stages using some places in the 'hilippines in Time travel and e+plore Intramuros - with this augmented-reality game %ecause of featuring one of the historical places. and Augmented Reality
C$a%&'r III
T'*$n*a Ba*:/r(un1 U-'r In&'r7a*'
)igure
I.
)irst
$tage
)igure II. 6illing Ro%ots )igure III. Targeting ?nemies
)igure I5. 1aunching Rocket
)igure 5. $tage verview )igure I, II, III, I5, 5: S&a/' Ga0'%a This is the one of the game stage. 'layer needs to kill the enemies to protect the structures, gain achievements and ranks in order to unlock the ne+t stage.
S(7&9ar' In&'r7a*' S%'*7*a&(n
)or the development of the game, researchers use the following software: • • • •
Android $tudio (nity . C> /'rogramming 1anguage0 =lender
Har19ar' In&'r7a*' S%'*7*a&(n
The camera of phone should %e focus on the reference o%"ect for augmentation on the game and will appear on the screen. Android phone must have a version "elly%ean up to date /lollipop0.
Android 'hone
'aper /Reference %"ect0
CHAPTER IV M'&$(1((/, R'-u&- an1 D-*u--(n R'-'ar*$ M'&$(1
The research method used for the discussion of the study is D'-*r%&6' M'&$(1, discussing a%out e+isting content used, descri%ing each and every part of the system, defining pro%lems, to identify and to gather some information * development of data gathering instruments, analysis and generaliEation of the entire study.
S(7&9ar' D'6'(%0'n& M'&$(1((/
Iterative ;odel
)igure 7: Iterative
https:44www.tutorialspoint.com4sdlc4sdlcNiterativeNmodel.htm
P$a-' I; In&a Pannn/
The researchers initially planning the software would %e developed, gathering data and tools for developing.
P$a-' II; Pannn/
The requirements for the software are gathered and analyEed. Iteration should eventually result in a requirements phase that produces a c omplete and final specification of requirements. P$a-' IV; D'-/nn/
$oftware solution to meet the requirements is designed. This may %e a new design, or an e+tension of an earlier design. P$a-' V; I0%'0'n&a&(n an1 T'-&n/
!hen the software is coded, integrated and tested. P$a-' VI; E6aua&(n
The software is evaluated, the current requirements are reviewed, and changes and additions to requirements proposed.
E6aua&(n Pr(*'1ur'Instruments
$tandard I$4I?C @778 is used for the evaluation of the system. In order to pass the evaluation, it must meet the following requirements: Cr&'ra 7(r E6aua&(n; •
)unctionality
•
Relia%ility
•
pera%ility
•
'erformance
•
$ecurity
•
;aintaina%ility
•
Transfera%ility
R'-%(n1'n&- (7 &$' S&u1 The system developed should test and evaluated of its user. )or the evaluation, it will %e test %y end users and e+perts. As for end users, it should %e tested %y 98 * 8 persons, and 78 for e+perts, in order to o%tain some information for their testing e+perience of the system.
S&a&-&*a Tr'a&0'n& (7 1a&a
O%'ra&(n an1 T'-&n/ Pr(*'1ur'ISOIEC . In&'rna&(na S&an1ar1 Or/ana&(n