Human-Computer Interaction

Ambient Augmented Reality Effects on Game Immersion Experience




Background

The HCI chair has implemented a mixed reality version of the role-play-based board game Quest: Zeit der Helden (Giebler-Schubert et al., 2013). . A multitouch table with object recognition capabilities serves as a shared interaction space for tangible game elements (pawns, cards, …). The system augments these real objects with multimedia content, according to the ongoing game.

The Quest V3-prototype realizes a mixed reality version of Quest’s storytelling aspects by incorporating the social robot Reeti into the setup. Reeti takes on the role of the characters, which the human players meet during the adventure, as well as of the narrator, making him the questmaster. His multimodal performance includes a playback of the respective character’s lines supported by facial expressions, eye-gaze, and movements, as well as mood-coloured LEDs in the robot’s cheeks.

A major advantage of transferring a tabletop role-playing game to a mixed reality tabletop game, is that the social situation of traditional tabletop games is preserved, while the automatic detection of the human players’ actions is facilitated.

Tasks

The goal of this project is to evaluate the effects of background scenery, brought into the game via Augmented Reality, on Game Immersion Experience (Cheng, M. T. et al., 2015):

Prerequisites

References

Giebler-Schubert, A., Zimmerer, C., Wedler, T., Fischbach, M., & Latoschik, M. E. (2013). Ein digitales Tabletop-Rollenspiel für Mixed-Reality-Interaktionstechniken. Virtuelle und Erweiterte Realität, 10, 181-184.

Cheng, M. T., She, H. C., & Annetta, L. A. (2015). Game immersion experience: its hierarchical structure and impact on game‐based science learning. Journal of Computer Assisted Learning, 31(3), 232-253.


Contact Persons at the University Würzburg

Florian Niebling (Primary Contact Person)
Human-Computer Interaction, Universität Würzburg
florian.niebling@uni-wuerzburg.de

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