the augmented climbing wall: high-exertion proximity interaction on a wall-sized interactive surface

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Page 1: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface
Page 2: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

Why This Article?

NGMO! 차세대 모바일 시나리오를 찾아서… !

-> 최신 기술이 실제 생활에 어떻게 적용되고 있는지 알아보자 .

• 미래의 생활 트렌드를 예측하려면• 어느정도 미래에 근접한 곳에서 시작해야 할 텐데 ,• 나는 과연 트렌드의 최신을 달리고 있는가 ?

Future

Page 3: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

Overview

Augmented Climbing Wall (ACW)

1. What are the opportunities and challenges of augmenting a sport with interactive technology?

2. How does interactive technology change a sport? ->what ways can technology affect climbing or watching someone else climb?

1. Install in a commercial climbing center for 4 months - hundreds of climbers used2. 3 User studies (N= 50, 10, 10) - observation, interview3. Game logs analysis

Design

Test

Find

Spark game

Route creation

Whack-a-Bat

Page 4: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

Augmented Climbing Wall (ACW)

Design

Climbing Wall + Tags Climbing Wall + Computer Vision (kinect V2, projector)

Spark game

Route creation

Whack-a-Bat

+ Interactive Applications

Page 5: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

Interactive Application

Spark game (game)• Start button -> … -> End button• avoiding moving electricity lines• intersecting a line -> fail (flashes and sound) -> burn mark silhouette• "familiar and motivating aspects of climbing"

- Clear start and end- Can be planned beforehand- Predesigned route

Page 6: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

Route creation (game level editor)• touch screen interface• screen touch -> add and remove holds, add an arc between holds.• "Sociality"

- climbers can vote for route and add comments (rating)- rating, grades, times climbed

Interactive Application

Page 7: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

Whack-a-Bat (game)• Touch a bat!• bats flies to a random location, never overlap the climber’s body• higher the level, more bats• "Visual design"

Interactive Application

- bats : easy to track and catch the changing- circular beacons : broadcast bats location

Page 8: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

Study 1 : Spark game questionnaire• Printed questionnaires at the climbing center• 50 climbers responded (29 male, 19 female, 2 other. Climbing experience median 2 years )• What did you like the least & most?

Differences to regular climbing & spectating climbing Sustainability / Benefits for climbing practice

User Study

Page 9: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

Study 1 : Spark game questionnaire• Printed questionnaires at the climbing center• 50 climbers (29 male, 19 female, 2 other. Climbing experience median 2 years )

User Study

Page 10: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

Study 2 : Deploying Whack-a-bat and route creation• installed the applications 4 weeks before the end of the study• same questionnaires • 10 climbers responded

User Study

Page 11: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

Study 3 : Improving spatial perception in Whack-a-Bat• circular beacon : designed to improve the spatial perception• 10 users played the game with and without the beacons.• rate the difficulty of knowing where the bat is - 1~7 points (very easy ~ very difficult)

User Study

Page 12: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

Game logs• game usage data - overall, per application• large gap : projector malfunction• difficulty in statistical analysis - daily climber number, device running time, staff mistake

Log Analysis

Page 13: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

Opportunity1)Increasing movement diversity and accessibility

2)Enabling user-generated content in sports

3)Enabling procedural content in sports

Discussion

especially, in Spark game- interesting and enjoyable + "creative variation of

movement"- target : the top of the wall -> anywhere- obstacles : new challenges for spatial perception and

planning- timing challenges : quick decision making

Route creation- create and share content- easy to create and safe to edit the routes

Whack-a-bat- augmented digital content layer - adding bats- suitable for motivating endurance training

Page 14: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

Challenge1)Understanding Proximity Interaction on Large Interactive Surfaces

2)Preventing Cheating

3)Robustness and adaptivity to real-life conditions

Discussion

- interact and see only a portion of the wall- cannot step back to view the whole

- implausible high score on leaderboards! -> cheating (use two player)

- leaderboard : adding extrinsic goals and motivation - gym environment : dust and vibration

Page 15: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

AR/VR on Sports and Arts

Page 16: The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

감사합니다 .