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    With FlarToolkit

    April 8, 2010

    Augmented Reality Maze

    By Paul StarkeyLevel 2 Games design

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    Index1 Overview

    .................................................1.1 Purpose

    .................................................1.2 Vision

    2 Research

    .................................................2.1 Denition

    .................................................2.2 Examples

    .................................................2.3 History

    .................................................2.4 FlarToolkit

    3 How does FlarToolkit Work

    .................................................3.1 Thresholding

    .................................................3.2 Labeling

    .................................................3.3 Marker Outline Detection

    .................................................3.4 A.P.I.

    4 Plug-in Librarys

    .................................................4.1 Plug-ins Used

    .................................................4.2 Papervision

    .................................................4.3 ARToolkit

    .................................................4.4 Jiglib

    5 Introduction

    .................................................5.1 Abstrct

    .................................................5.2 Target Platorm

    .................................................5.3 Target Audience

    6 Game Mechanics

    .................................................6.1 Winning and Losing Conditions

    .................................................6.2 Player Controls.................................................6.3 Levels

    7 Idea Generation

    .................................................7.1 Level Design Sketches

    .................................................7.2 Game Timer Ideas

    .................................................7.3 Story Board

    8 Testing

    .................................................8.1 Polygon Count

    .................................................8.2 Flash and Papervision

    .................................................8.3 Flash Develop

    .................................................8.4 The Build

    9 Special Thanks

    10 Bibliography

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    1 Overview

    1.1Purpose

    The purpose o this document is to givea vision o what Augmented RealityMaze will be. This document will givedetails about the game developmentproject and goals. This document willgive an insight into the research andlearning processes undertaken.

    1.2VisionAugmented Reality Maze is a basicmaze game but implemented in a newway! I want to create a maze game like

    that o the board game labyrinth thatwe played as kids. The player will holda QR Code (Marker) in ront o a cameraattached to a P.C. (Web Cam) and upondoing so the camera will display a mazeand a ball. Upon tilting the marker theball in the maze will move in accordanceto the direction o the tilted Marker. Ithe player is successul in reaching theend o the maze the game will be over.

    The concept behind this is to see i it ispossible to make movement o a real

    world Marker cause a realistic action omovement in a digital realm.

    The idea is or the player to delve deeperinto the realm o computer gaming andeel an actual connection to the gamethey are playing. The use o augmentedreality is a big step in the right directionor this. The user will see themselves onthe computer screen and have a digital

    3 dimensional (3D) object placed overthe marker they will be holding. This willenable the player too see an imminentresponse to there action in real time.

    Augmented Reality Maze Will give theuser immediate eedback during gameplay, it will improve hand eyecoordination skills through the use oreal time eedback and help with healthand tness as the player will have touse real world movement o an object(marker) in order to achieve completion

    o the game.Augmented Reality Maze is a mazegame with a twist.

    It is a real world maze game where youhave to enact movements to navigatea ball through a maze, But you can onlysee what you are doing in the digitalrealm, where the computer monitordisplays the maze, the ball andeverything the camera picks up in thebackground o the real world. Includingyou.

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    There are two commonly accepteddenitions o Augmented Reality today.One was given by Ronald Azuma in 1997.Azumas denition says that AugmentedReality

    combines real and virtual

    is interactive in real time

    is registered in 3D

    Additionally Paul Milgram and FumioKishino dened Milgrams Reality-Virtu-ality Continuum in 1994. They describe acontinuum that spans rom the real en-vironment to a pure virtual environment.In between there are Augmented Reality(closer to the real environment) and Aug-mented Virtuality (is closer to the virtualenvironment).

    This continuum has been extended intoa two-dimensional plane o Virtualityand Mediality. Taxonomy o Reality, Vir-tuality, Mediality. The origin R denotesunmodied reality. A continuum acrossthe Virtuality axis V includes reality aug-mented with graphics (Augmented Re-ality), as well as graphics augmented byreality (Augmented Virtuality). However,the taxonomy also includes modicationo reality or virtuality or any combinationo these. The modication is denoted bymoving up the mediality axis. Further upthis axis, or example, we can nd medi-

    ated reality, mediated virtuality, or anycombination o these. Further up and tothe right we have virtual worlds that areresponsive to a severely modied versiono reality. (at right) Mediated reality gen-eralizes the concepts o mixed reality, etc.It includes the virtuality reality continuum(mixing) but also, in addition to additive

    eects, also includes multiplicatave e-ects (modulation) o (sometimes deliberately) diminished reality. Moreover, it con-siders, more generally, that reality may bemodied in various ways. The mediatedreality ramework describes devices thatdeliberately modiy reality, as well as de-vices that accidentally modiy it.

    More recently, the term augmented reality has been blurred a bit due to the increased interest o the general public inAR.

    Commonly known examples o AR arethe yellow rst down lines seen intelevision broadcasts o Americanootball games, and the colored trailshowing location and direction o thepuck in TV broadcasts o ice hockeygames. The real-world elements arethe ootball eld and players, and thevirtual element is the yellow line, whichis drawn over the image by computersin real time. Similarly, rugby elds andcricket pitches are branded by theirsponsors using Augmented Reality; giantlogos are inserted onto the elds whenviewed on television. In some cases,the modication o reality goes beyondmere augmentation. For example,advertisements may be blocked out(partially or wholly diminished) and

    replaced with dierent advertisements.Such ad replacement is an example oMediated reality, a more general conceptthan AR.

    Television telecasts o swimming eventsalso oten have a virtual line whichindicates the position o the currentworld record holder at that time.

    Another type o AR application usesprojectors and screens to insert objectsinto the real environment, enhancing

    2 Research

    2.1Denition

    2.2Examples

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    museum exhibitions or example. The di-erence to a simple TV screen or example, isthat these objects are related to the environ-ment o the screen or display, and that theyoten are interactive as well.

    Many rst-person shooter video gamessimulate the viewpoint o someone using ARsystems. In these games the AR can be usedto give visual directions to a location, markthe direction and distance o another personwho is not in line o sight, give inormationabout equipment such as remaining bulletsin a gun, and display a myriad o otherimages based on whatever the game

    designers intend. This is also called thehead-up display.

    In some current applications like in cars orairplanes, this is usually a head-up displayintegrated into the windshield.

    The F-35 Lightning II has no Head-up displaybecause all targets are tracked by theaircrats situational awareness and thesensor usion is presented in the pilotshelmet mounted display that provides anaugmented reality system that allows thepilot to look through his own aircrat as i itwasnt there.

    The television series Denn Coil depicts a

    near-uture where children use AR glasses toenhance their environment with games andvirtual pets.

    The television series Firey depicts numerousAR applications, including a real-timemedical scanner which allows a doctor touse his hands to manipulate a detailed andlabeled projection o a patients brain.

    In the 1993 ABC miniseries Wild Palms, aScientology-like organization usedholographic projectors to overlay virtualreality images over physical reality.

    In the movie Iron Man, Tony Stark (RobertDowney Jr.) uses an augmented realitysystem to design his super-powered suit.

    Augmented reality dates backas ar as 1992 when Tom Caudell

    and David Mizell coined the termaugmented reality while at Boeinghelping workers assemble cablesinto aircrat. The term AugmentedReality reerred to overlayingcomputer-presented material ontop o the real world. Caudell andMizell discuss the advantages oAR versus VR such as requiringless processing power since lesspixels have to be rendered. Theyalso acknowledge the increased

    registration requirements in orderto align real and virtual. in 1995 JunRekimoto and Katashi Nagaocreated the NaviCam, a tetheredsetup, similar to FitzmauricesChameleon. The NaviCam also usesa nearby powerul workstation, buthas a camera mounted on themobile screen that is used oroptical tracking. The computerdetects color-coded markers in thelive camera image and displayscontext sensitive inormation

    directly on top o the video eedin a see-through manner. In 1996Jun Rekimoto presented 2D matrixmarkers (square-shaped barcodes),one o the rst marker systems

    to allow camera tracking with sixdegrees o reedom.In 1997 Ronald Azuma presents therst survey on AugmentedReality. In his publication, Azumaprovides a widely acknowledgeddenition or AR, as identied bythree characteristics.

    2.3History

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    1.It combines real and virtual.

    2.It is interactive in real time.

    3. It is registered in 3D.

    Steve Feiner also presented the TouringMachine in 1997, the rst mobileaugmented reality system (MARS). It uses

    a see-through head-worn display withintegral orientation tracker; a backpackholding a computer, dierential GPS, anddigital radio or wireless web access; andahand-held computer with stylus andtouchpad interace.

    In 1999 Hirokazu Kato and MarkBillinghurst presented the ARToolKit, apose tracking library with six degreeso reedom, using square ducials anda template-based approach or recog-

    nition. ARToolKit is available as opensource under the GPL license and is stillvery popular in the AR community.

    Tobias Hllerer developed a mobile ARsystem that allows the user to explorehypermedia news stories that are locatedat the places to which they reer andto receive a guided campus tour thatoverlays models o earlier buildings. Thiswas the rst mobile AR system to useRTK GPS and aninertial-magnetic orientation tracker.

    Tobias Hllerer presented a mobileaugmented reality system that includesindoor user interaces (desktop, ARtabletop, and head-worn VR) to interactwith the outdoor user. While outdoor us-ers experience a rst-person spatializedmultimedia presentation via ahead-mounted display, indoor users canget an overview o the outdoor scene.

    Jim Spohrer published the Worldboardconcept in1999, a scalable inrastructureto support mobile applications that spanrom low-end location-based services,up to high-end mobile AR. In his paper,Spohrer also envisions possible appli-cation cases or mobile AR, and socialimplications.

    During 2000 Bruce Thomas presentedAR-Quake, an extension to the populardesktop game Quake. ARQuake is a rst-person perspective application which isbased on a 6DOF tracking system usingGPS, a digital compass and vision-basedtracking o ducial markers. Users are

    equipped with a wearable computer sys-tem in a backpack, an HMD and a simpletwo-button input device. The game canbe played in- oroutdoors where the usual keyboard andmouse commands or movement andactions are perormed by movements

    o the user in the real environment andusing the simple input interace.

    Regenbrecht and Specht presentmPARD, using analogue wireless videotransmission to a host computer which istaking theburden o computation o the mobilehardware platorm. The rendered andaugmented images are sent back tothe visualization device over a separateanalog channel. The system can operatewithin 300m outdoors and 30m indoors,and the batteries allow or an uninter-ruptedoperation o 5 hours at max.

    Simon Julier present BARS, the BattleeldAugmented Reality System. The systemconsists o a wearable computer, a wire-less network system and a see-throughHMD. The system targets the augmenta-tion o a battleeld scene with additionainormation about environmentalinrastructure, but also about possibleenemy ambushes.

    Joseph Newman et al. present the Bat-Portal, a PDA-based, wireless AR system.Localization is perormed by measuringthe travel time o ultra-sonic pulses be-tween specially built devices worn by theuser, so-called Bats, and xed installedreceivers deployed in the oors ceilingsbuilding-wide. The system can supportan HMD-based system, but also the morewell known BatPortal using a handhelddevice. Based on a xed congurationo the PDA carried and the personal Batworn, the direction o the users view is

    estimated, and a model o the scene withadditionalinormation about the scene is renderedonto the PDA screen.

    Hara et al. introduce TOWNWEAR, an out-door system that uses a ber optic gyro-scope or orientation tracking. The highprecision gyroscope is used to measurethe 3DOF head direction accurately withminimal drit, which is then compen-sated by tracking natural eatures.

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    Jrgen Fruend et al present AR-PDA, aconcept or building a wireless ARsystem and a special prototype opalm-sized hardware. Basic design ideasinclude the augmentation o real cameraimages with additional virtual objects,or example or illustration o unctional-

    ity and interaction with commonly usedhousehold equipment.

    Reitmayr and Schmalstieg present amobile, multi-user AR system. The ideaso mobile augmented reality and col-laboration between users in augmentedshared space are combined and mergedinto a hybrid system. Communication isperormed using LAN and wireless LAN,where mobile users and stationary usersare acting in acommon augmented space.

    Vlahakis et al. present Archeoguide, amobile AR system or culturalheritage sites. The system is built aroundthe historical site o Olympia, Greece.

    The system contains a navigation inter-ace, 3D models o ancient temples andstatues, and avatars which are compet-ing or the win in the historical run in theancient Stadium. While communicationis based on WLAN, accurate localizationis perormed using GPS. Within the sys-tem a scalable setup o mobile units canbe used, starting with a notebook sized

    system with HMD, down to palmtopcomputers and Pocket PCs.

    Kretschmer et al. present the GEIST sys-tem, a system or interactive story-tellingwithin urban and/or historicalenvironments. A complex databasesetup provides inormation queues ortheappearance o buildings in ancient timesor historical acts and events. Complexqueries can be ormulated and storiescan be told by ctional avatars or histori-

    cal persons.Columbias Computer Graphics and UserInteraces Lab does an outdoordemonstration o their mobile ARrestaurant guide at ISAR 2001,running on their Touring Machine. Pop-up inormation sheets or nearby restau-rants are overlaid on the users view, andlinked to reviews, menus, photos, andrestaurant URLs.

    Kooper and MacIntyre create the RWWW

    Browser, a mobile AR application thatacts as an interace to the World WideWeb. It is the rst AR browser. This earlysystem suers rom the cumbersomeAR hardware o that time, requiring ahead mounted display and complicatedtracking

    inrastructure. In 2008 Wikitudeimplements a similar idea on a mobilephone.

    In 2002 Michael Kalkusch present a mo-bile augmented reality system to guidea user through an unamiliar building toa destination room. The system presentsa world-registered wire rame model othe building labeled with directionalinormation in a see-through heads-updisplay, and a three-dimensionalworld-in-miniature (WIM) map on awrist-worn pad that also acts as an inputdevice. Tracking is done using acombination o wall-mounted ARToolkitmarkers observed by a head-mountedcamera, and an inertial tracker.

    GeoVector along with partners Voda-one, HP, Microsot, Virtual Spectatorand Animation Research Ltd showcaseActual SpectatorAugmented Realityapp at Americas Cup Sailing Races inAuckland, New Zealand.

    In 2003 Adrian David Cheok presented

    the Human Pacman. Human Pacman isan interactive ubiquitous and mobileentertainment system that is built uponposition and perspective sensing viaGlobal Positioning System and inertiasensors; and tangible human-computerinteracing with the use o Bluetoothand capacitive sensors. Pacmen andGhosts are now real human players inthe real world experiencing mixedcomputer graphics antasy-realityprovided by using wearable computersthat are equipped with GPS and inertia

    sensors or players position andperspective tracking. Virtual cookies andactual tangible physical objects withBluetooth devices and capacitivesensors are incorporated into the gameplay to provide novel experiences oseamless transitions between real andvirtual worlds.

    Ramesh Raskar present iLamps. Thiswork created a rst prototype or objectaugmentation with a hand-held

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    projector-camera system. An enhancedprojector can determine and respondto the geometry o the display surace,and can be used in an ad-hoc clusterto create a sel-conguring display.Furthermore interaction techniques andco-operation between multiple units are

    discussed.Daniel Wagner and Dieter Schmalstiegpresent an indoor AR guidance systemrunning autonomously on a PDA. Theyexploit the wide availability o consumerdevices with a minimal need orinrastructure. The application providesthe user with a three-dimensionalaugmented view o the environment byusing a Windows Mobile port oARToolKit or tracking and runs directlyon the PDA.

    The Siemens SX1 is released, comingwith the rst commercial mobile phoneAR camera game called Mozzies (alsoknown as Mosquito Hunt). Themosquitoes are superimposed on thelive video eed rom the camera. Aimingis done by moving the phone around sothat the cross hair points at themosquitoes. Mozzies was awarded thetitle o best mobile game in 2003.

    Dan Cutting present, AR phone:Accessible Augmented Reality in the

    Intelligent Environment at OzCHI 2003.A project idea rom Aaron Quigley in theUniversity o Sydney and supported by aresearch visit to the HITLab NZ.

    In 2004 Mathias Mhring present asystem or tracking 3D markers on amobile phone. This work showed a rstvideo see-through augmented realitysystem on a consumer cell-phone. Itsupports the detection and

    dierentiation o dierent 3D markers,and correct integration o rendered 3Dgraphics into the live video stream.

    The Invisible Train, is shown at SIG-GRAPH 2004 Emerging Technologies.

    TheInvisible Train is the rst multi-userAugmented Reality application orhandheld devices.

    In 2005 Anders Henrysson portsARToolKit to Symbian. Based on thistechnology he presents the amousAR-Tennis game, the rst collaborativeAR application running on a mobile

    phone. ARTennis was awarded theIndepdent Mobile Gaming best gameaward or 2005, and the technicalachievement award.

    Project ULTRA shows how to use non-realtime natural eature tracking on PDAsto support people in multiple domains

    such as the maintenance and supporto complex machines, construction andproduction, and edutainment andcultural heritage. Furthermore anauthoring environment is developed tocreate the AR scenes or themaintenance tasks.

    During 2006 Reitmayr presented amodel-based hybrid tracking systemor outdoor augmented reality in urbanenvironments enabling accurate,real-time overlays on a handheld device.

    The system combines an edge-basedtracker or accurate localization,gyroscope measurements to deal withast motions, measurements o gravityand magnetic eld to avoid drit, anda back store o reerence rames withonline rame selection to re-initializeautomatically ater dynamic occlusionsor ailures.

    Nokia presents Mara, a multi-sensormobile phone AR guidance applicationor mobile phones. The prototype

    application overlays the continuousviewnder image stream captured bythe camera with graphics and text in realtime, annotating the userssurroundings.

    In 2007 Dr. Steven ZHOU and his teamat the National University o Singapore

    / MXR Corporation Pte Ltd in Singaporelaunched wIzQubes the worlds rstcommercially available mixed realitystorytelling consumer product, on 1March, 2007 in Singapore.

    Sony released the Eye o Judgment orPlayStation 3 in Japan on October 25,2007 and in America on April 24, 2008.

    Klein and Murray present a systemcapable o robust real-time tracking andmapping in parallel with a monocularcamera in small workspaces. It is anadaption o a SLAM approach whichprocesses the tracking and mapping taskon two separated threads.

    HIT Lab NZ and Saatchi deliver the

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    worlds rst mobile phone based ARadvertising application or theWellington Zoo.

    During 2008 Wikitude AR Travel Guidelaunches on Oct. 20, 2008 with the HTCDream|G1 Android phone and wasdownloaded about 50,000 times in the

    rst year o release.

    NyARToolkit - an ARToolkit derivedlibrary is released or virtual machines,particularly those which host Java(programming language) C Sharp(programming language) and Android(operating system).

    METAIO presents a commercial mobileAR museum guide using natural eaturetracking or a six-month exhibition onIslamic art. In their paper they describethe experiences made in this project.

    Mobilizy launches Wikitude, anapplication that combines GPS andcompass data with Wikipedia entries.

    The Wikitude World Browser overlaysinormation on the real-time cameraview o an Android smartphone.

    Morrison presents MapLens which is amobile augmented reality (AR) mapusing a magic lens over a paper map.

    They conduct a broad user study in ormo an outdoor location-based game.

    Their main nding is that AR eaturesacilitate place-making by creating aconstant need or reerencing to thephysical. The eld trials show that themain potential o AR maps lies in theiruse as a collaborative tool.

    Sean White introduces SiteLens, a hand-held mobile AR system or urban designand urban planning site visits. SiteLenscreates situated visualizations that arerelated to and displayed in theirenvironment. For example,representations o geocoded carbon

    monoxide concentration data areoverlaid at the sites at which the datawas recorded.

    SPRXmobile launches Layar, anadvanced variant o Wikitude. Layar usesthe same registration mechanism asWikitude (GPS + compass), andincoperates this into an openclient-server platorm. Contentlayers are the equivalent o web pagesin normal browsers. Existing layers

    include Wikipedia, Twitter and Brightkiteto local services like Yelp, Trulia, storelocators, nearby bus stops, mobilecoupons, Mazda dealers and tourist,nature and cultural guides. On August17th Layar went global serving almost100 content layers.

    Kimberly Spreen develops ARhrrrr!, therst mobile AR game with highquality content at the level ocommercial games. They use an NVIDIA

    Tegra developer kit (Concorde) with aast GPU. All processing except ortracking are running on the GPU,making the whole application run athigh rame rates on a mobile phoneclass device despite the highly detailedcontent and natural eature tracking.

    Georg Klein presents a video showing

    his SLAM system running in real-time onan iPhone.

    Sony scheduled to release the EyePetgame or use with the PlayStation 3camera.

    In 2009 the AR Toolkit is ported toAdobe Flash (FLARToolkit) by Saqoosha,bringing augmented reality to the webbrowser.

    The FLARToolkit wasdeveloped primarily by TomohikoKoyama (aka Saqoosha), he introducedaugmented reality to the web, and toa large segment o the population as awhole.

    FLARToolkit is the latest in a series oports o ARToolkit, an augmented reality

    C++ library originally developed by Dr.Hirokazu Kato at the Human InteraceTechnology Lab at the University oWashington. With the advent oActionScript 3.0, developers like MarioKlingemann and others beganexperimenting with realtime imageanalysis techniques or Flash Player.Saqoosha picked up on this, andported FLARToolkit rom NYARToolkit, aJava/C#/Android port o ARToolkit.

    2.4FlarToolkit

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    FLARToolkit made its biggest initialsplash at the hands o North Kingdom,the Swedish interactive agency thatdeveloped GEs SmartGrid augmentedreality campaign. Since then, a host oAR applications have made their way tothe web via FLARToolkit; the majority othem are variations on the theme o 3Dcharacters dancing on top o live video,or games. As time goes on, however, InNovember 2008, a group o Japanesecoders unveiled a project thatredened many ActionScriptdevelopers ideas o what the languagewas capable o. The FLARToolkit wasdeveloped primarily by TomohikoKoyama (aka Saqoosha), he introducedaugmented reality to the web, and toa large segment o the population as awhole.

    FLARToolkit is the latest in a series oports o ARToolkit, an augmented realityC++ library originally developed by Dr.Hirokazu Kato at the Human Interace

    Technology Lab at the University oWashington. With the advent oActionScript 3.0, developers like MarioKlingemann and others beganexperimenting with realtime imageanalysis techniques or Flash Player.Saqoosha picked up on this, andported FLARToolkit rom NYARToolkit, aJava/C#/Android port o ARToolkit.

    FLARToolkit made its biggest initialsplash at the hands o North Kingdom,the Swedish interactive agency thatdeveloped GEs SmartGrid augmentedreality campaign. Since then, a host oAR applications have made their way tothe web via FLARToolkit; the majority othem are variations on the theme o 3Dcharacters dancing on top o live video,or games. As time goes on, however,creative developers will imagine new,creative, and useul applications o the

    technology.

    3 How does

    FlarToolkit

    work

    3.1Thresholding

    3.2LabelingFLARToolkits next step is to ndcontiguous areas in the thresholdedimage, specially within the areas belowthe threshold (darker areas). UsingBitmapData.getColorBoundsRect andBitmapData.oodFill, contiguous areasare labeled with unique colors, usedlater to id the areas.

    With candidates or marker locations,FLARToolkit then proceeds to search thelabeled areas or shapes that could betransormed squares (i.e. marker out-lines).

    Once all marker outline possibilities havebeen established, FLARToolkit analyzesthe areas o the image within the out-lines and compares the contents withthe list o patterns the developer hasasked FLARTookit to detect.FLARToolkit assigns a condence valueto all o the matches; matches that are ator above the condence level speciedby the developer are reported as patternmatches.

    3.3

    Markeroutlinedetection

    The rst step in many computer vision

    applications that rely on edgedetection is to threshold the sourceimage. A binary image is made bychanging pixels brighter than athreshold value to one color, and pixelsdarker than the threshold to another.

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    The basic logic o this API is to make a

    bitmap intersection between theimage captured by webcam and amarker detector. When FLARToolkit proc-ess the image o the webcam, itcalculates a matrix that represents the3D deormation o the mark detection.With this matrix, it generates a 3Denvironment using a dierent API knownas PaperVision3D.

    3.4API

    For this progect I will be using threeplugins. Papervision3D, ARToolkit andthe Jiglib Librarys This will be called intothe main FlarToolkit programme via

    ActionScript3 enabling them to workuidly with one another.

    4.2PapervisionPapervision is a 3D engine built withActionscript that enables developers tostart working in 3D. Using a ton o math,the Papervision team has ound a way to

    create a simulated 3D environment.

    Papervision consists o a ton o Action-script class les that developers canuse to create objects, scenes, and evenworlds in 3D space. 3D applications andengines generally build objects usingsmaller objects, Papervision is no di-erent. It uses triangles as the buildingblocks or larger objects in the scene. Themore triangles that are used, the betterthe quality but more triangles means

    4.3ARToolkitARToolKit is a sotware library orbuilding Augmented Reality (AR)

    applications. These are applications thatinvolve the overlay o virtual imagery onthe real world.

    One o the key difculties in developingAugmented Reality applications is theproblem o tracking the users viewpoint.In order to know rom what viewpoint todraw the virtual imagery, the applicationneeds to know where the user is lookingin the real world.

    ARToolKit uses computer visionalgorithms to solve this problem. The

    ARToolKit video tracking librariescalculate the real camera position andorientation relative to physical markersin real time. This enables the easydevelopment o a wide range oAugmented Reality applications.

    4.4JiglibJiglibFlash is a open source Actionscript3D Physics Engine. Its ported bymuzerly rom the c++ open sourcephysics engine jiglib and uses a part o

    jiglibX.

    Jiglibs currently supported 3D enginesare: Away 3D, Away 3D lite, Five 3D,Sandy 3D and Papervision 3D.

    Having a collision system and a rigidbody physics engine makes JigLib oneo the avored ree open-source physicsengines designed

    4 Plug-in

    Librarys

    4.1Plug-ins used

    that it is harder on the processor.

    Being open-source, developers are ableto see all the code that they are workingwith which allows or a better under-standing o what they are using. This alsomeans that the development commu-nity has to ability to build on what the

    original developers have done withouthaving to go through the hardshipsinvolved in extending something that isnot open-sourced.

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    Augmented reality maze is a retake onthe classical maze game

    Labyrinth, where you have to navigatea ball through a series o corridors ortunnels. In augmented reality maze youmust use hand eye co-ordination skillsto navigate the ball through the maze

    in order to reach the end o the leveland progress onto the next. Each mazeincreases in difculty the urther youprogress. The levels will be set withinvarious themes per 5 levels.

    5

    Introduction

    5.1Abstract

    The target platorm is the P.C. and AppleMac with a web cam. The iPhone couldbe considered although some testingwill be required as the Programmewill have to use a dierent method omarker control.

    5.2 TargetPlatorm

    The core players are casual gamerslooking or a quick game o un at amoderate pace. Ages 4 and up.Hard-core teenage gamers will mostlikely not nd it appealing.

    5.3 Target

    Audience

    Should the player complete a mazelevel within a set time limit they willthen advance to the next level. Howeveri they ail to complete the level withinthe set time limit they will have to start

    rom the beginning o the current stage.For example i the player is on level 3 oAztec world and they ail to completethe level within the time limit they willbe transported back to level 1 o theAztec world.

    6.1 Winningand LoosingConditions

    6 Game

    Mechanics

    There are no controllers as such, in orderto control the game the player must tilt,tip and rotate a marker that they hold inorder or the ball to move in relation totheir actions.

    6.2 Playercontrols

    The level themes are Nature, Urban,Aztec, Fantasy and Space. Each levelincreases in difculty as you progress

    through the game with more corridorsand less time to complete the maze in.

    6.3 Levels

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    7.1 Leveldesign sketches

    7 Idea

    Generation

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    7.2 GameTimer Ideas

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    7.3Story board

    Themazerendersonthemarkerheldbytheplayer

    Theballrendersanddropsintothemazeandthelevelspecictimer starts counting/animating

    Theplayertiltsthemarkerinordertomovetheballinthedirection o the tilt

    Theplayernavigatestheballaroundthemaze

    Ifthemazeiscompletewithinthetimelimitthenextmaze renders

    Iftheplayerfailstocompletethemazewithinthetimelimitthenthe maze resets

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    I used a programme called Build AR totest the possible problems o polygonlimits on an imported mesh. In doingthis I encountered another Issue thatwas previously overlooked on my part.

    The camera had difculty detecting themarker in poor lighting conditions andit would lose marker recognition due tolight reecting on the marker.

    I started out testing a low polygon cube

    with only 12 polygons, the programmehad no difculty in rendering this andit displayed an immaculate reresh rate.From here I started Importing variousshaped models ata higher and higherpolygon count. The results o the testenabled me to determine that the maxi-mum polygon count the programmewas capable o was an impressive650000 polys. The best all round polycount or reresh rate was around 150000polys.

    8.1 Polygon

    count

    8 Testing

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    8.2 Flash andPapervisionFrom there I started experimentationwith papervision 3d. The rst thing Irealised was that in order to achieve thedesired eect with collisions I wouldhave to implement the standard primi-tives that came with the programme.

    This would enable better perormanceand have a drastic reduction on the CPU,enabling the game to run smoother andgiving a better reresh rate or the play-ers webcam.

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    Ater numerous unoreseen problemswith compiling my code I ound that Ihad to either use Flex builder or FlashDevelop in order to compile my codeinto an executable. I decided to use Flashdevelop due to the online support

    available or it.

    FlashDevelop is a ree and open sourcecode editor.

    It has an easy to use editor withsyntax highlighting, bookmarks andtasks (TODO) handling. ComprehensiveFind and Replace Dialog.

    It has an intuitive and very exible panelbased interace with advancedsnippet completion (code templates)and integrated snippet editor. Openplug-in based architecture.

    FlashDevelop oers advanced Action-Script coding support and supportsthree languages: ActionScript 2,ActionScript 3 & MXML and HaXe. its gotbrilliant Actionscript Code Completion(IntelliSense) and code generators. Codecompletion or XML, MXML and HTML It

    oers instant sw building with MTASCor MXMLC using custom comment tag @mtasc/@mxmlc.

    8.3 FlashDevelop

    When I initially put orth my idea to cre-ate an augmented reality maze gameusing the FlarToolkit it was suggested tome to do some research into the idea tosee i it would be possible. Ater re-searching I ound that it was possible todo and was given the go ahead.

    I started out gathering mass amounts oresearch on the subject o augmentedreality and ound as many demonstra-tions o it in use as I possibly could.

    From here I downloaded the various pro-grammes and relevant plug-ins neededto start creating. I tested over 30 typeso markers to see what worked best andthen started learning AS3, I tested vari-

    8.4 The Build

    ous shape imports rom papervision tosee its capabilities.

    When it came to coding the game Ihad great difculty, I am not a masterprogrammer by a long shot and so Isought out as much help as I could onthe internet. Most o the code used

    was ound through various source leso projects on the internet, demos inthe downloads and help and adviserom orums and riends.

    But all this was still not without prob-lems. At rst I was coding in ash withan AS3 le, the problem was that Icouldnt gure out how to compile thecode. Ater speaking to a ew studentsand posting the problem online it wasadvised that I use Flash Develop tocode in and Flex SDK to compile.

    The next problem encountered wasa major one. I now had to learn howto use another 2 programmes or so Ithought.

    I only needed to learn how to useFlash Develop as it linked directly toFlex SDK and auto compiled the codeor me but I was unaware o this at thetime so I spent about a week research-ing Flex SDK.

    Then the major issue arose. Aterwriting my code I could not get the

    programme to compile it. Ater weeksand weeks o struggling and seek-ing help it was gured out. The mainproblems where that at rst I didnthave all the relevant class les in theplug-ins required. Then the code wastrying to call in a property that had thesame name as another property so itwouldnt compile due to this contra-diction. To solve this problem I had toreractor the property name.

    Then eventually ater all the problems

    where solved and the project com-piled another issue presented its sel.

    The matrix I had set up was wrong.When the marker was titles let theball would roll to the right (up hill) andvisa versa.

    Thanks to Gareth Sleightholme or aneasy solution to this. All I had to dowas rotate the marker 90 degrees andnow it works ne.

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    Tom Hodgson (All round Help)

    James Field (All round Help)

    Kevin Whitaker (All round help)

    Gareth Sleightholme (All round help)

    Steve Conlan (All round help)

    Matt Hardiman (Code help)

    Chris Cook (Code help)

    Stephen Moss (Code help)

    WVXVW (FlashDevelop and Code help)

    Philippe (FlashDevelop and Code help)

    9 Special

    Thanks

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    U:\AR\Ar Research\Minority Reportinterace using Flash and FLAR toolkit FlashWorks.mht

    U:\AR\Ar Research\35 Awesome Aug-mented Reality Examples on BannerBlogNews.mht

    A Survey o Augmented Reality

    U:\AR\Ar Research\A_RAGE AugmentedReality Gaming Engine.mht

    U:\AR\Ar Research\Alltop - Top Aug-mented Reality News.mht

    U:\AR\Ar Research\An Interview with

    Virtual Reality Pioneer Jaron Lanier -Whatever Happened to Virtual Reality- Human Productivity Lab.mht

    U:\AR\Ar Research\appVersity CouldAugmented Reality Games Be A GameChanger For Apple.mht

    MSc Dissertation:Augmented Reality Game

    U:\AR\Ar Research\AR Games SchellerTeacher Education Program.mht

    ARPushPush: Augmented Reality Game

    in Indoor Environment*U:\AR\Ar Research\ARtoolkit FLAR-

    TOOLKIT DOCS OPEN COMMUNITY.mht

    U:\AR\Ar Research\ARToolKit developerhomepage.mht

    U:\AR\Ar Research\ARToolKit HomePage.mht

    U:\AR\Ar Research\Augmented (hyper)Reality Domestic Robocop on Vimeo.mht

    U:\AR\Ar Research\Augmented RealityBeyond Reality AR Games Augmented

    Reality Beyond Reality.mhtU:\AR\Ar Research\Augmented Reality -Home.mht

    U:\AR\Ar Research\Augmented Reality +Cloth Simulation on Vimeo.mht

    U:\AR\Ar Research\AUGMENTED REALITYA NEW WAY OF SEEING.mht

    U:\AR\Ar Research\Augmented RealityHome Pages - Introduction.mht

    U:\AR\Ar Research\Augmented Reality in

    10

    Bibliography

    Gaming Augmented Reality Blog.mht

    U:\AR\Ar Research\augmented realitytattoo.mht

    U:\AR\Ar Research\Augmented RealityTechnology, 3D Interactive Toyota iQToyota UK.mht

    U:\AR\Ar Research\Augmented Realitywith FLARToolKit Papervision3D.mht

    U:\AR\Ar Research\Augmented Reality,Mixed, sotware, product, systems, solu-tions, consulting, applications, presen-tation Home.mht

    U:\AR\Ar Research\augmented reality@Everything2_com.mht

    Recent Advances in Augmented Reality

    U:\AR\Ar Research\Charlie BrookerBatten down the hatches_ Augmentedreality is on its way Comment is ree

    The Guardian.mht

    U:\AR\Ar Research\Charlie BrookerBatten down the hatches_ Augmentedreality is on its way Comment is ree

    The Guardian.mht

    U:\AR\Ar Research\Dr_ Ivan E_ Suther-land.mht

    7 things you should know about Aug-mented Reality

    Three Roles or Augmented Reality inUser Interace Design

    U:\AR\Ar Research\FLARToolkit andFLARManager - InsideRIA.mht

    U:\AR\Ar Research\FLARtoolkit trick usea colored marker Andy Lis Blog.mht

    U:\AR\Ar Research\FlarToolkit-FlashAugmented RealityGetting StartedMikko Haapojas Blog.mht

    U:\AR\Ar Research\gaming The FutureDigital Lie.mht

    Guided by Voices: An Audio Augment-

    ed Reality SystemU:\AR\Ar Research\Getting Startedwith Augmented Reality - FLARToolKitMarcPelland_com.mht

    U:\AR\Ar Research\Getting started withFLARToolKit on Vimeo.mht

    U:\AR\Ar Research\HIT Lab NZ Ltd -Mobile Marketing, Augmented Reality& Interactive Advertising.mht

    U:\AR\Ar Research\HowStuWorks HowAugmented Reality Will Work.mht

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    U:\AR\Ar Research\I Youre Not See-ing Data, Youre Not Seeing GadgetLab Wired_com.mht

    U:\AR\Ar Research\Interactive out-door augmented reality collaborationsystem About The ARQuake Project.mht

    Augmented Reality Kanji Learning

    U:\AR\Ar Research\Japan Trend ShopTuttuki Bako augmented reality game.mht

    U:\AR\Ar Research\Johnny Holland Its all about interaction Blog Archive Augmented Reality Gimmick orGame Changer.mht

    An Interactive Augmented Reality Bat-tleship Game Implementation

    LittleProjectedPlanet: An AugmentedReality Game or Camera ProjectorPhones

    Seminar Augumented Reality Interac-es Graphics Lab, Columbia University

    (Steve Feiner)

    U:\AR\Ar Research\MITs sixth senseaugmented reality device demon-strated on video -- Engadget.mht

    U:\AR\Ar Research\Myron W. Krueger.mht

    TimeWarp: Interactive Time Travelwith a Mobile Mixed Reality Game

    U:\AR\Ar Research\Papervision - Aug-mented Reality (extended) on Vimeo.mht

    Augmented Reality in PervasiveGames

    Art o Deense: A Collaborative Hand-held Augmented Reality Board Game

    U:\AR\Ar Research\Saqoosha_netStart-up guide or FLARToolkit.mht

    U:\AR\Ar Research\saqoosha-FLAR-ToolKit-en - Spark project.mht

    U:\AR\Ar Research\Sensorama.mht

    U:\AR\Ar Research\Source Using Aug-

    10

    Bibliography

    Continuedmented Reality FLARToolkit and Papervi-sion to create a unique 3D experience atPapervision 3D Tutorials.mht

    U:\AR\Ar Research\Spatial augmentedreality merging ___ - Google Books.mht

    U:\AR\Ar Research\THE FATHER OF VIR-TUAL REALITY.mht

    U:\AR\Ar Research\UM-VRL Virtual Real-ity A Short Introduction.mht

    U:\AR\Ar Research\Videoplace.mht

    U:\AR\Ar Research\Welcome to ARTool-works Home o ARToolKit Proessionaland osgART Proessional Edition.mht

    WHEREVER YOU GO, THERE YOU ARE:PLACE-BASED AUGMENTED REALITYGAMES FOR LEARNING

    U:\AR\Ar Research\Your Favorite Aug-mented Reality Games O All Time Games Alresco.mht

    U:\AR\Ar Research\YouTube - Augment-ed Reality Magic 1_0.mht

    U:\AR\Ar Research\YouTube - SpatialComputing Part II Shopping.mht

    U:\AR\Ar Research\YouTube - WikitudeAR Travel Guide (Part 1).mht

    U:\AR\Ar Research\YouTube - ZugarasAugmented Reality & Motion CaptureShopping App.mht

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