`Reality Application: ARQuake
`
`Bruce Thomas, Ben Close, John Donoghue, John Squires, Phillip De Bondi
`and Wayne Piekarski
`
`Wearable Computer Laboratory, School of Computer and Information Science, University of South
`Australia, Mawson Lakes, South Australia
`
`Abstract: This paper presents a first person outdoor/indoor augmented reality application ARQuake that we have developed. ARQuake is
`an extension of the desktop game Quake, and as such we are investigating how to convert a desktop first person application into an
`outdoor/indoor mobile augmented reality application. We present an architecture for a low cost, moderately accurate six degrees of
`freedom tracking system based on GPS, digital compass, and fiducial vision-based tracking. Usability issues such as monster selection,
`colour, input devices, and multi-person collaboration are discussed.
`
`Keywords: Augmented reality; Computer games; Wearable computers
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`1. Introduction
`
`Many current applications place the user in a
`first-person perspective view of a virtual world
`[1], such as games, architectural design viewers
`[2], geographic information systems and medical
`applications [3,4]. In this paper, we describe a
`project to move these forms of applications
`outdoors, displaying their relevant information
`by augmenting reality. In particular we consider
`the game Quake (idSoftware). As with other
`researchers [5], we wish to place these applica-
`tions in a spatial context with the physical world,
`which we achieve by employing our wearable
`computer system Tinmith [6–8]. Tinmith is a
`context-aware wearable computer system, allow-
`ing applications to sense the position of the
`user’s body and the orientation of the user’s head.
`The technique we are developing will genuinely
`take computers out of the laboratory and into the
`field, with geographically-aware applications
`designed to interact with users in the physical
`world, not just in the confines of the computer’s
`artificial
`reality. The key to this exciting
`practical technology is augmented reality (AR).
`Users view overlaid computer-generated infor-
`mation by means of see-through head-mounted
`displays. Unlike virtual
`reality, where the
`computer generates the entire user environment,
`
`augmented reality places the computer in a
`relatively unobtrusive, assistive role.
`In the ARQuake application, a simplified
`representation of
`the physical world gaming
`location is modelled as a Quake 3D graphical
`model. The
`augmented reality
`information
`(monsters, weapons, objects of
`interest)
`is
`displayed in spatial context with the physical
`world. The Quake model of the physical world
`(walls, ceiling, floors) is not shown to the user:
`the see-through display allows the user to see the
`actual walls, ceilings and floors which ARQuake
`need only model internally. Coincidence of the
`actual structures and virtual structures is key to
`the investigation; the AR application models the
`existing physical outdoor
`structures, and so
`omission of
`their
`rendered image from the
`display becomes in effect one of our rendering
`techniques.
`
`1.1. Aims
`
`Our aim is to construct first-person perspective
`applications with the following attributes:
`
`1. The applications are situated in the physical
`world.
`2. The point of view that the application shows
`to the user is completely determined by the
`position and orientation of the user’s head.
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`3. Relevant information is displayed as augmen-
`ted reality via a head-mounted see-through
`display.
`
`4. The user is mobile and able to walk through
`the information spaces.
`
`5. The applications are operational
`outdoor and indoor environments.
`
`in both
`
`6. The user interface additionally requires only a
`simple hand-held button device.
`
`1.2. Research issues
`
`To achieve these aims, we investigated a number
`of research issues in the areas of user interfaces,
`tracking, and conversion of existing desktop
`applications to AR environments.
`User interfaces for augmented reality applica-
`tions
`that
`simultaneously display both the
`physical world and computer-generated images
`require special care. The choice of screen colours
`for the purely virtual images that the application
`must display requires attention to the lighting
`conditions and background colours of the out-
`doors. The keyboard and mouse interactions
`must be replaced with head/body movement and
`simple buttons. The screen layout of the user
`interface must accommodate the AR nature of
`the application.
`The six degrees of freedom (6DOF) tracking
`requirements for these forms of applications must
`be addressed. We require a low cost, moderately
`accurate 6DOF tracking system. Tracking is
`required for indoor and outdoor environments
`over large areas, for example our usual testing
`environment is our campus [9]. GPS positional
`error has a less noticeable effect
`for
`the
`registration of augmented reality information at
`distance, but we need to address positional error
`when registering augmented information at close
`distances (< 50 m). Such a tracking system could
`be used for other applications, such as tourism
`information, visualisation of GIS information,
`and architectural visualisation.
`It is also necessary to modify the Quake game
`to accommodate the AR nature of the new
`application. The user’s movement changes from
`a keystroke-based relative movement mode to a
`tracking-based absolute mode. The game’s co-
`ordinate system must be calibrated to the
`physical world. Finally, the field of view of the
`display must be calibrated to the physical world.
`
`B. Thomas et al.
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`2. Background
`
`There are two basic styles of tracking: absolute
`and relative. Furthermore, machine learning can
`train a system to recognise locations in a building
`or outdoors. Golding and Lesh use an array of
`sensors: accelerometers, magnetometers,
`tem-
`perature and light to track a user in a set of
`known locations [10]. Aoki, Schiele and Pentland
`[11] use a camera to train the system to recognize
`the user’s location and approaching trajectory.
`These systems can determine its present room,
`and whether it is entering or leaving that room.
`Previous research has established that outdoor
`tracking with inexpensive differential GPS and
`commercial grade magnetic compasses are in-
`accurate for augmented reality applications [12].
`Traditional hybrid
`approaches
`combine
`a
`number of different systems such as inertial,
`optical, electro-magnetic and GPS. In this paper,
`we present our hybrid approach of combining
`vision-based optical tracking with GPS and a
`magnetic compass.
`A number of researchers are investigating
`fiducial vision-based tracking [3,13]. We based
`our optical
`tracking system on the fiducial
`marker tracking system ARToolKit developed
`by Kato and Billinghurst [14]. The ARToolKit is
`a set of computer vision tracking libraries that
`can be used to calculate camera position and
`orientation relative to physical markers in real
`
`Fig. 1 Example of a fiducial marker.
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`time. ARToolKit features include the use of a
`single camera for position/orientation tracking,
`fiducial
`tracking from simple black squares,
`pattern matching software that allows any
`marker patterns to be used, calibration code for
`video and optical see-through applications, and
`sufficiently fast performance for real-time aug-
`mented reality applications.
`The fiducial markers are known-sized squares
`with high contrast patterns in their centres.
`Figure 1 shows an example marker. The
`ARToolKit determines
`the relative distances
`and orientation of the marker from the camera.
`In addition,
`the ARToolKit
`incorporates a
`calibration application to determine the place-
`ment of the camera relative to the user’s line of
`sight; thus the ARToolKit can determine proper
`placement of graphical objects for AR applica-
`tions.
`
`2.1. The original Quake game
`
`We chose Quake as the primary application for a
`number of reasons. Quake fits the general model
`of AR that we are studying, as it is a first-person
`3D application with autonomous agents
`to
`interact with the user. We were able to obtain
`the application source code. Finally, the Quake
`graphics engine is very quick and runs on a wide
`range of computing platforms and operating
`systems.
`Quake is a first-person shoot ’em up game.
`Quake has two stated goals: ‘‘First, stay alive.
`Second, get out of the place you’re in’’ (idSoft-
`ware). The user interface is based around a
`single, first-person perspective screen. The large
`top part of the screen is the view area, showing
`monsters. Status
`information is
`immediately
`below at the bottom of the screen.
`four
`One moves around Quake in one of
`modes: walking, running, jumping or swimming,
`and performs one of three actions: shooting a
`weapon, using an object, or picking up an object.
`Weapons are aimed by changing the view
`direction of the user, and fired by pressing a
`key. To push a button or open a door, the user
`walks up to the door or button. A user picks up
`items by walking over
`them. Part of
`the
`challenge of the game is finding special objects
`like buttons, floor-plate doors,
`secret doors,
`platforms, pressure plates and motion detectors.
`Quake incorporates platforms that move up and
`down, or follow tracks around rooms or levels.
`Pressure plates and motion detectors may be
`
`Fig. 2. Wearable computer platform.
`
`invisible or visible, and there are sensors which
`open doors, unleash traps, or warn monsters.
`
`2.2 Wearable computer platform
`
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`The Tinmith wearable computer system hard-
`ware is all mounted on a rigid backpack so that
`the items can be attached firmly, (see Fig. 2).
`Processing is performed by a Toshiba 320CDS
`notebook (Pentium-233, 64 Mb RAM) running
`the freely available LinuxOS and associated
`programs and development tools. The laptop is
`very generic, and not even the latest in available
`CPUs,
`so another computing unit could be
`substituted. The limited I/O capabilities of the
`single serial port are augmented with the use of a
`four serial port Quatech QSP-100 communica-
`tions card. Connected to the laptop are a
`Precision Navigation TCM2-80 digital compass
`for orientation information (we now use an
`Intersense 300 tracker for head orientation), a
`Garmin 12XL GPS receiver for positioning, and
`a DGPS receiver for improved accuracy. For the
`Head Mounted Display (HMD), we use alter-
`nately the i-Glasses unit
`from I-O Display
`Systems, and the Sony Glasstron PLM-S700E.
`Various other devices are present as well, such as
`power converters for the different components,
`
`
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`necessary connection cabling, and adaptors. The
`construction of the backpack was directed with
`ease of modifications in mind, at the sacrifice of
`wearability and miniaturisation.
`The Tinmith system [8]
`supports outdoor
`augmented reality research. The system is
`comprised of a number of interacting libraries
`and modules. A number of software libraries
`form a support base for writing code in the
`system: a graphics interface on top of X windows;
`an interface to coordinate/datum transformations
`and numeric conversions; encode/decode li-
`braries for transmitting structures over a net-
`work; tools for network communications and
`high level I/O;
`low level
`interfaces to Unix
`system calls, asynchronous
`I/O code,
`string
`handling, event generation, and error checking.
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`3. Using ARQuake
`
`The goal of ARQuake was to bring the intuitive
`nature of VR/AR interfaces into an indoor/
`outdoor game. A user first dons the wearable
`computer on their back, places the HMD on
`their head, and holds a simple two-button input
`device. The user then performs a simple calibra-
`tion exercise to align the HMD with their eyes,
`and then they start playing the game. All of the
`keyboard and mouse controls have been replaced
`with position/orientation information and a two-
`button haptic gun input device. As movement
`aspects of the game have been engineered to fit
`the physical world,
`there is no concept of
`commands
`to walk,
`run,
`jump,
`swim, or of
`moving platforms. The user’s own movement
`determines the rate and direction of movement.
`The remainder of this section describes the
`Quake level we developed and its user interac-
`tion.
`
`3.1. Haptic gun
`
`To improve the play-ability of ARQuake, we
`replaced mouse and keyboard button presses
`with a haptic gun device. The aiming of the
`weapons is still the direction of the user’s head,
`but the firing of the weapon and changing of
`weapons is performed with button presses on
`the new gun input device. To give the gun a
`‘‘recoil’’ feel, we installed simpe haptic feedback
`into the gun.
`A haptic gun was developed from an appro-
`priate toy plastic gun (see Fig. 3). Two standard
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`B. Thomas et al.
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`Fig. 3. Haptic gun.
`
`commercial push buttons were installed, along
`with a micro-switch to replace the primitive
`trigger switch. A solenoid was placed towards the
`rear of the gun, behind the centre of gravity, to
`enhance the ‘‘pitch-up’’ sensation of the recoil.
`A vibrating motor was placed as far forward in
`the gun as possible to increase the moment arm
`from the centre of gravity, thereby enhancing
`the effect. The sound effects are generated by the
`solenoid and vibrating motor.
`The gun provides a number of haptic sensa-
`tions and sounds. There is the single shot, which
`provides a strong recoil with a loud bang. The
`number of single shot weapons allow for addi-
`tional shots to be fired after a suitable reload
`time. The amount of time for reloading varies
`between single shot weapons. The shotgun
`provides a double shot haptic and sound effect;
`this effect simulates the rapid firing of both
`barrels serially. The multiple firing weapons,
`such as the machinegun, provide a less strong
`recoil with a short time interval between firing.
`The sound effect is a higher pitch bang with a
`lower volume. Finally, there is an energy weapon
`that fires a continuous stream of energy; the
`haptic effect is a continuous vibration of the gun
`with a high pitch whining sound effect.
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`3.2. Monsters
`
`There are 16 different types of monster in the
`Quake world. Some have attributes that make
`them unsuitable for inclusion in our AR version
`of the game. Because of the limitations on
`movement imposed by the tracking hardware,
`the best monsters were those that walked or
`leaped and those that were relatively easy to
`destroy and did not inflict extreme damage on
`the user with their first attack.
`We chose seven types of monsters to be
`included in our game world. These monsters
`types are all
`land-based creatures
`that use
`weapons from a distance. The monsters’ skin
`colour and texture were changed to make them
`easier to see and distinguish from the physical
`world. The choice of colours used in the texture
`maps or skins of the monsters are based on the
`user testing described later.
`We excluded monsters which were too large
`for the environment or which had unexpected
`
`effects; those which swam, as our campus does
`not include water features; those which flew,
`they move too quickly; those which surround the
`user or have some other interaction which would
`require haptic feedback; and those whose attack
`tended to be immediately fatal, as they are not
`enjoyable.
`
`3.3. Campus level
`
`(game world)
`We created a Quake level
`representing the Mawson Lakes campus of the
`University of South Australia. The walls in
`Quake are the external walls of the campus
`buildings and the interior walls of the Wearable
`Computer Laboratory (WCL). The walls are
`rendered in two fashions, black for game mode
`and a grid patterned for testing mode. In both
`these modes,
`the walls occlude the graphic
`objects in Quake that may be located behind
`the walls. As described earlier, in the game mode
`black walls are transparent to the users during
`the game. The Quake graphics engine renders
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`Fig. 4. Quake campus level.
`
`
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`Fig. 5. One quarter of the Quake campus level.
`
`only monsters, items on the ground, and regions
`of interest. This Quake level was derived from
`architectural drawings of the campus provided by
`the university; where the architect’s drawings
`had become incorrect, we surveyed those por-
`tions ourselves.
`The size of the outside modelled area is 500
`metres
`(East/West) by 500 metres
`(North/
`South). Figure 4 depicts a top-down view of
`the level we created, and Fig. 5 is a detailed view
`of the most interesting quarter of the map. We
`have placed over 200 monsters in the level as
`follows: on the ground, on top of buildings, and
`in second floor windows. There are hundreds of
`items placed on the ground for the user to pick
`up: pieces of armour, rockets, rocket launchers,
`shotgun shells and health boxes.
`The system of tracking used in this system
`tends to make the user less agile than the
`‘‘super-human’’ agility found in the normal
`game. Therefore we have
`included more
`support equipment
`than would be found in
`the normal game: armour, weapons and ammu-
`nition.
`
`3.4. Walking around
`
`Once the system is up and running, the user
`moves through the level by walking, and changes
`view by looking around. The user views the game
`and the physical world through the HMD, an
`example is shown in Fig. 6 and Fig. 7. The
`bottom portion of the screen is a status bar
`containing information about armour, health,
`ammo and weapon type. The majority of the
`screen is reserved for the AR images of monsters
`and game objects (see Fig. 8). In the original
`Quake, certain actions are performed by the user
`being in a certain proximity to a location in a
`Quake level. We have retained most of those
`actions. Users pick up objects as in the original
`Quake by walking over them. Traps are triggered
`by standing in or moving through predetermined
`locations. Actions that are not easily reflected in
`the physical world are removed from the game,
`such as secret and locked doors.
`The tracking of
`the user’s position and
`orientation of
`the user’s head handles
`the
`majority of the interaction for the user. The
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`B. Thomas et al.
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`the weapon fires is the centre of the current view
`of the HMD.
`Through informal user’s studies, users thought
`that the visibility of the ARQuake system was
`good; however many of the users found that
`bright sunlight made seeing through the display
`difficult. Despite only using the system once, the
`users found the hand held input device intuitive,
`easy to use, and very quick to learn. A few of the
`users found themselves pointing the device in a
`gun like fashion when firing at the targets. No
`one reported feeling nauseated while using the
`system. Users believed that it was easy to pick up
`items although it was difficult to tell when an
`item had been picked up without some form of
`confirmation.
`People disliked the colours on the status bar
`and thought the range of colours were limited.
`The monster colours were good and easy to see,
`and the users were able to easily identify
`monsters. When asked ‘‘Is the movement in
`the augmented reality relative to the real world?’’
`Most people thought that the movement relative
`to the real world was okay but commented on
`the lag and jitter when rotating their heads.
`When asked ‘‘Is it easy to shoot at the monsters?’’
`Most subjects found that the lag made it difficult
`to align the cross hairs at the targets. The actual
`process of firing the weapon was easy.
`
`3.5. Field of view
`
`Even if the alignment of the Quake world with
`the physical world is exact, an incorrect
`perspective or field of view will be highlighted
`as inconsistencies in the virtual world. The
`default field of view for the game is 90 degrees
`(45 degrees each side), allowing a reasonable
`coverage of the world to fit onto a computer
`screen. This field of view unfortunately suffers
`from the fish eye distortion effect when compar-
`ing the objects in the Quake world with real
`objects. The HMD we are using, I-Glasses, has
`approximately a 25-degree horizontal field of
`view. The only calibration adjustment for the
`HMD with Quake is changing the game’s field of
`view setting and scaling of the graphical objects.
`We are currently using a field of view value of 25
`degrees, but there are artifacts introduced as in
`the user is positioned farther forward. We are
`investigating the graphics model of Quake to
`determine how it differs from traditional graphics
`models.
`
`
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`Fig. 6. User’s heads up display.
`
`Fig. 7. Second user’s heads up display.
`
`Fig. 8. Status bar.
`
`only other interactions for the user to perform
`are to shoot or change the current weapon. We
`employ a two-button (thumb button and index
`finger button) hand-held device as a physical
`input device for these actions. The thumb button
`is used to change weapons, and the index finger
`button fires the current weapon. The direction
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`4. Tracking
`
`As previously stated, one of the goals of the
`system is
`to provide continuous
`indoor and
`outdoor tracking. The system tracks through
`the combination of a GPS/compass system and
`with a vision-based system. Our tracking needs
`are categorized into three areas as
`follows:
`outdoors
`far
`from buildings, outdoors near
`buildings, and indoors. Each of these require a
`different approach, while maintaining position
`and orientation information in a common format
`of WGS 84/UTM positioning information and
`heading/pitch/roll angles for orientation infor-
`mation. The use of visual landmarks can improve
`registration in one of two ways, first to allow the
`system to correct the final image by aligning the
`landmark with a known position in the graphical
`image, and secondly to use the landmarks to
`extract a relative position and orientation of the
`camera from the landmarks. We have chosen the
`second option to investigate as it provides the
`most general tracking solution.
`
`4.1. Outdoors away from buildings
`
`GPS positional inaccuracies are less of a problem
`for our Quake application when a user is at a
`large distance >50 m from an object which
`requires
`registration, while orientation errors
`remain constant as to angular deviations in the
`user’s field of view. An extreme example of how
`positional errors have a reduced registration error
`effect at distance is the using of the ARQuake
`game on a flat open field, where the system does
`not require graphics to be registered to any
`physical object except
`the ground.
`In this
`scenario there are no walls
`to occlude the
`monsters and items of interest. Since the game
`is slaved to the screen, what the user sees on the
`display is what the game believes is the user’s
`current view. Therefore, the user’s actions will
`perform correctly in the context of the game.
`In the case where a building is visible but the
`user is a large distance from the building, the
`inaccuracies are low and therefore not distract-
`ing. The problems occur when the physical
`buildings do not occlude the game graphics
`properly. The visual effect of poor occlusion is
`that monsters appear to walk through walls or
`pop out of thin air, but at distance these errors do
`not detract
`from the game. Such occlusion
`problems exist but they are visually very minor,
`because the user is generally moving their head
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`B. Thomas et al.
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`during the operation of the game. At 50 m a
`difference of 2–5 m (GPS tracking error) of the
`user’s position is approximately a 2–5 degree
`error in user’s horizontal field of view, and the
`compass itself has an error of ± 1 degrees.
`
`4.2. Outdoors near buildings
`
`When using ARQuake with the GPS/compass
`tracking less then 50 m from a building, the poor
`occlusion of monsters and objects near
`the
`physical buildings, due to GPS error, becomes
`more apparent. As the user moves closer to
`buildings,
`inaccuracies
`in GPS positional
`information become prevalent. The system is
`now required to slave the Quake world to the
`real world, and furthermore, in real time. As an
`example, when a user is ten metres from a
`building and their position is out by 2–5 m, this
`equates to an error of 11–27 degrees; this is
`approximately a half to the full size of the
`horizontal field of view of the HMD. When the
`error
`is greater
`than the horizontal field of
`view,the virtual object is not visible on the
`HMD.
`to enhance the
`Our proposed design is
`accuracy when the user is near buildings using
`an extended version of ARToolKit. By using
`fiducial markers specifically engineered for out-
`door clarity (approximately 1 m in size), and
`with each marker set up on a real world object
`with known coordinates,
`accurate
`location
`information can be obtained. Figure 9 shows
`what a fiducial marker on the corner of a
`building would look like in our Quake world.
`These markers provide a correction in the
`alignment of the two worlds. We are investigat-
`ing the use of multiple fiducial markers to reduce
`
`Fig. 9. Fiducial marker on a building.
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`uncertainty due to marker mis-detection caused
`by lighting issues. Since the extended ARToolK-
`it we are developing supplies positioning and
`orientation information in the same format as
`the GPS/compass system, ARQuake can trans-
`parently use either the GPS/compass or vision-
`based tracking systems. Our initial approach for
`determining when to use the information from
`the GPS/compass or the ARToolKit methods is
`use the ARToolKit’s information first, when it is
`confident of registering a fiducial marker. As
`ARToolKit recognises a fiducial marker, the
`toolkit
`returns a confidence value, and the
`system will have a threshold of when to switch
`over to use the toolkit. When the confidence
`value goes below the threshold,
`the GPS/
`compass information is used.
`
`4.3. Indoors
`
`for a user
`Our next proposed design caters
`walking into a building with fiducial markers
`on the inside walls and/or ceilings; the tracking
`system starts using the vision-based component
`of the tracking system. This form of tracking is
`similar to the work of (Ward et al.) [15]. Our
`system is lower-cost and is not as accurate, but
`does keep tracking errors within the accuracy
`which our application needs, 2–5 degree of error
`in user’s horizontal field of view. We are
`experimenting with placing markers on the
`walls and/or the ceilings.
`When the markers are placed on the wall, we
`point the vision-based tracking camera forwards.
`It was necessary to size and position the patterns
`on the walls so that they would be usable by the
`system regardless of whether the user was very
`
`Fig. 10. Fiducial marker on the wall.
`
`close or very far from the wall. In this case, we
`chose to use patterns that were a size of 19cm2.
`From testing, we found that the system could
`register a pattern at a range of 22.5 cm to 385 cm
`from the wall. In a 8 by 7 m room this range
`would be sufficient (for the initial stages of the
`project) and an accuracy of within 10 cm at the
`longer distances. It is important that no matter
`where the user looks in the room that, at least
`one pattern must be visible to provide tracking.
`For this reason, we realised that to implement
`the patterns on the walls, as the sole means of
`tracking would require different size targets. We
`are investigating the use of targets themselves as
`patterns inside larger targets; therefore one large
`target may contain four smaller targets when a
`user is close to a target.
`Our second approach has been to place the
`markers on the ceiling, with the vision-based
`tracking camera pointed upwards. The camera
`does not have the problem of variable area of
`visible wall space, as the distance to the ceiling is
`relatively constant. The main differences are the
`varying heights of users. In the first instance we
`are implementing a small range of head tilt and
`head roll (± 45 degrees). Perspectives such as
`those from laying down or crawling will be
`investigated in the future.
`The patterns on the ceiling were placed so
`that at one time the tracking software could
`reliably identify at least one pattern. With the
`camera mounted on the backpack at height of
`170 cm and with the room height of 270 cm, our
`current lens for the camera views a boundary of
`at least 130 cm2; we chose a pattern of 10 cm2 in
`size.
`
`4.4. Choosing colours
`
`The choice of colours is important for outdoor
`augmented reality applications, as some colours
`are difficult to distinguish from natural surround-
`ings or in bright sunlight. The original Quake
`game incorporates a ‘‘dark and gloomy’’ colour
`scheme to give the game a foreboding feelings.
`Dark colours appear translucent with the see-
`through HMDs. Monsters and items need
`different colours to be more visible in an outdoor
`environment. We ran a small informal experi-
`ment to determine a starting point in picking
`colours
`for use in an outdoor
`setting. This
`informal study was to gauge the visibility and
`opaqueness of solid filled polygons display of the
`
`
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`84
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`see-through HMD. We are interested in which
`colours to texture large areas of the monsters and
`items
`in the game. These colours are not
`necessarily appropriate for textual or wire-frame
`information. Further
`studies are required for
`these and other forms of AR information.
`The testing method was to view different
`colours in one of four conditions: (1) standing in
`shade and looking into the shady area; (2)
`standing in shade and looking into a sunny area;
`(3) standing in a sunny area and looking at a
`shady area; and (4) standing in a sunny area and
`looking to a sunny area. We tested 36 different
`colour and intensity combinations, nine different
`colours (green, yellow, red, blue, purple, pink,
`magenta, orange and cyan) and four different
`intensities. The testing was performed outside
`with the Tinmith wearable computer using the I-
`Glasses see-through HMD. The colour/intensity
`combinations were scored for visibility and
`opaqueness in each of the four viewing condi-
`tions on a scale of one (very poor) to ten (very
`good)).
`set of criteria for colour/
`strongest
`Our
`intensities were both a mean score of at least
`seven over the four viewing conditions, as well as
`a minimum score of
`six on each of
`the
`conditions. Nine colours
`satisfy this quality
`level: three shades of purple, two shades of
`blue, two shades of yellow, and two of green.
`A more in depth look at when standing in
`shade and looking into the shade shows the best
`colours were determined to be bright purple and
`bright magenta. When standing in shade but
`looking into a sunny area, the best colours were
`determined to be a dark green and pink. The
`colour to avoid is dark orange, which was given a
`score of 4. All other colours were a score of okay
`(5) and above. The results changed when the
`subject was moved out into a sunny area. When
`standing in a sunny area and looking to a shady
`area, bright yellow and bright purple scored the
`best. There were eight colours that scored a poor;
`these are as follows: bright yellow, bright red,
`bright pink, bright magenta, bright orange,
`bright cyan, and dark cyan. Finally, the results
`of the best colours for when the subject was
`standing in the sun and looking into a sunny area
`were as follows: bright green, three shades of blue
`and dark purple. There were 17 colours that
`score a poor (3 or 4). The colours to avoid are all
`intensities of cyan, orange, magenta, pink, and
`red.
`
`5. Collaboration
`
`The original Quake engine allows multiple
`people to play the game simultaneously, and
`allows communication between players via a
`text-based mechanism. To avoid a user having to
`divert attention from what is occurring in the
`world around them, we provide the users a
`facility for two-way voice communication. We
`have add a number of collaboration features to
`the ARQuake game.
`
`5.1. Multi-player
`
`To allow both users on a desktop computer and
`users on a wearable computer to use the system
`simultaneously, two different representations of
`the maps are required. For example the users
`with the wearable will not require the buildings
`to be rendered, as they will actually see the
`physical buildings
`in the augmented reality.
`Alternatively the users who are indoors will
`require the buildings to be textured, as they will
`not be able to see the physical buildings from
`their stationary position. Both representations of
`the maps require the buildings’ placement, size
`and orientation to be identical on both computer
`platforms.
`As previously mentioned, multi-player from a
`desktop platform to a second