More Real World Pac-man

Archived from groups: alt.games.mame (More info?)

http://news.bbc.co.uk/2/hi/technology/4607449.stm

--
David
3 answers Last reply
More about more real world
  1. Archived from groups: alt.games.mame (More info?)

    SINNER wrote on 06. June 2005:
    >
    > http://news.bbc.co.uk/2/hi/technology/4607449.stm

    Doesn't work for me. :-(
    --
    By(e) Andreas
    U w4nt r0meZ? <http://www.lazarus.org.uk/>
    Old school arcade classics at http://www.tombstones.org.uk/~ankman/
    Linux without installation? http://www.knopper.net/knoppix/index-en.html
    OE user? Ease the pain and try the better newsreader http://xnews.newsguy.com/
    Registered as user #289125 with the Linux Counter http://counter.li.org/
  2. Archived from groups: alt.games.mame (More info?)

    * Andreas Kohlbach Wrote in alt.games.mame:

    > http://news.bbc.co.uk/2/hi/technology/4607449.stm

    There are a couple of pics also....

    A human version of the classic arcade game Pacman, superimposing the
    virtual 3D game world on to city streets and buildings, is being
    developed by researchers at Singapore.

    Players equipped with a wearable computer, headset and goggles can
    physically enter a real world game space by choosing to play the role
    of Pacman or one of the Ghosts.

    A central computer system keeps track of all their movements with the
    aid of GPS receivers and a wireless local area network.

    The Human Pacman was developed by Adrian David Cheok and his team at
    the Mixed Reality Lab, National University of Singapore.

    Merging different technologies such as GPS, Bluetooth, virtual
    reality, wi-fi, infrared and sensing mechanisms, the augmented
    reality game allows gamers to play in a digitally-enhanced maze-like
    version of the real world.

    It has been selected as one of the world's top 100 high-impact and
    visionary technologies and will showcased at the Wired NextFest 2005
    in Chicago, US, which runs from June 24 to 26.

    Wireless updates

    Combining both real and virtual elements, the game allows the human
    Pacman to 'see' virtual cookies with the aid of the special headset
    scattered on the street which the player can then 'eat' by walking
    through them.


    The game as seen through the eyes of a player
    Ghosts get to 'devour' the player by tapping them on the shoulder
    when they catch up to them within the game area.

    In return, Pacman gets the ability to temporarily neutralise them and
    add to his virtual powers when he finds and picks up Bluetooth-
    embedded physical sugar jars scattered in the real world environment
    by a game coordinator.

    The player's locations are also wirelessly updated to a virtual 3D
    Pac-world where online gamers can view their progress and participate
    by helping either Pacman or the Ghosts through text messaging.

    Test runs were conducted on the university campus within a 70m by 70m
    game zone. With a four-player minimum, a typical game was played out
    in about 10 to 20 minutes.

    Other institutions focused on creating similar games include the
    University of Southern Australia, which has developed an augmented
    reality (AR) version of the Quake game.

    Alternate reality

    Accuracy and positioning are some of the major challenges facing
    researchers creating deployable AR versions of complex games.

    "Most attempts at AR games, like AR Pacman or AR Quake, rely on
    having very accurate models of the physical world such as the trees,
    cars, buildings, etc. which is practically impossible," said Blair
    MacIntyre, Director of the Augmented Environments Lab at Georgia
    Tech.

    The main challenge of course lies in placing the models in the
    right place, so that, for example, we won't see a Pacman walking into
    the wall of a castle

    Adrian David Cheok, Mixed Reality Lab
    "First, the world is just too complicated, and second, it changes too
    much - cars and people move, trees grow, etc."

    The research team at Singapore says though that a totally accurate
    real world model is not necessary.

    "What we seek is to create an alternate version of representing the
    real-world by some fantasy landscape," says Mr Cheok.

    "An office blocked could be replaced by a castle. We do not really
    need to have an accurate model of the environment, just a rough gauge
    will do.

    "The main challenge of course lies in placing the models in the right
    place, so that, for example, we won't see a Pacman walking into the
    wall of a castle."

    With current positioning technologies, this kind of accuracy is still
    a major issue. Typical GPS receivers have an accuracy of about 10 to
    30 meters, but for a flawless gaming experience augmented reality
    games need the error margin to be within the millimetre range.

    Tracking players also becomes impossible when they get too close to
    high-rise buildings that block GPS signals.

    Commercial games

    To combat these issues, the Singapore team selected a wide open space
    as the game area and with advanced Long Range Kinematic (LRK) GPS
    technology they say they are able to maintain a maximum error level
    of 30 cm.


    The more conventional way to play Pacman
    If a player's position is lost, the system tries to get the player's
    orientation through a digital compass, detect the number of steps
    taken, and predict their current position.

    "This is by no means a foolproof method, as the errors do
    accumulate," says Mr Cheok. "However, it does serve as a feasible
    temporary solution in case of GPS-signal loss."

    However the real drawbacks to creating commercial AR games are the
    costs involved.

    An entire system costs anywhere from $10,000 to $20,000. It is
    expected to take a number of years before the technology can be truly
    affordable to the average gamer.

    Some of the AR gaming technology developed at the University of South
    Australia is being modified for consumer use.

    The researchers have created a start up company called A-Rage that
    plans to launch augmented reality game engines into market with a
    target price tag of AUD$500, by the end of 2006.

    Experts believe AR technology will revolutionize the gaming
    experience creating an arena where people move about, socialising and
    interacting with each other instead of being glued to a computer
    screen.

    "These games symbolize the dawn of an era where real and virtual
    interactive experience will form part of the routine of our daily
    lives, allowing users to indulge in the seamless links across
    different domains be it for entertainment or socialising," says Mr
    Cheok.


    --
    David
  3. Archived from groups: alt.games.mame (More info?)

    SINNER wrote on 06. June 2005:
    >
    > * Andreas Kohlbach Wrote in alt.games.mame:
    >
    >> http://news.bbc.co.uk/2/hi/technology/4607449.stm
    >
    > There are a couple of pics also....

    Cool. Thank you.
    --
    By(e) Andreas
    U w4nt r0meZ? <http://www.lazarus.org.uk/>
    Old school arcade classics at http://www.tombstones.org.uk/~ankman/
    Linux without installation? http://www.knopper.net/knoppix/index-en.html
    OE user? Ease the pain and try the better newsreader http://xnews.newsguy.com/
    Registered as user #289125 with the Linux Counter http://counter.li.org/
Ask a new question

Read More

Games Video Games