Gamer
Designer
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Graduated High School with a diploma in Computer Science and Maths. Hold a degree in BA Games Design and Art from University of Southampton, part of the Russel Group.
Present-day passions include writing stories and learning about environmental creation.
Augmented Reality: Viability for Games and Apps
This essay will look at what augmented reality means and will critique it as a possible medium for games and applications that can be designed for it. It will analyse some of the games marketed as augmented reality. The ethical problems will be put into evidence as to show the downside of AR devices. Therefore it will explore the advantages and disadvantages of augmented reality and will determine if it works as a medium for games and apps.
The word augment refers to enlarge, intensify or improve something as to increase its value, while reality can be defined as the state of being real, something that is neither derivative or dependent but at the same time exists because it is necessary (Merriam-webster.com, 2017).
Therefore, augmented reality is an improvement of what exists around us. As this explanation has a broad spectrum, a further definition is necessary.
Technologically, augmented reality can be defined as a view in real-time, be it indirect or direct, that is improved by adding virtual computer – generated information upon it, improving our perception and the way the interaction with the world takes place (Handbook of augmented reality, 2014).
At the same time, augmented reality can be a medium through which information is added to the real world (Craig, 2013).
Be it as a medium or technology, augmented reality needs to have some certain characteristics to be defined as such.
The main characteristics are real – time interaction with the environment and proper 3D alignment between the real and virtual elements. The most important is the alignment, as depending on the platforms used, the problem of arranging the virtual axis with the real-world axis can have different solutions (Leino, Wirman and Fernandez, 2008).
The other elements are augmentation by layering digital information upon the real world, the information has a set location unless moved, is dependent on the physical world and point of view of the person, data is interactive, meaning that it can be perceived, modified and created (Craig, 2013).
A knowledge of the hardware would improve the understanding of what makes augmented reality work and how portable it is.
Augmented reality hardware can be divided into 3 big classes: sensors, to detect the state of the real world, processor, to evaluate data, apply the rules of the world and generate the signals for the final class, which is the display that builds the impression of the virtual and real existing in the same world (Craig, 2013).
Any platform that presents all the hardware from above can represent a possibility for an augmented reality experience. Some of these platforms are handheld devices such as smartphones or tablets, head mounted displays and spatial displays. Smartphone and tablets are the most common and their portability and fast advancement allows for a basic augmented reality experience. Head mounted display are still developing and making meaningful strides towards wide release. The spatial displays are stationary platforms that project on a stationary surface (Handbook of augmented reality, 2014).
Augmented reality is sometimes misunderstood for virtual reality. Therefore a separation of the two terms would show the differences of the two and why they provide a completely different level of interaction.
Both terms are part of the general concept of Mixed Reality, where the separation depends on the limit they are closer to, virtual or real. The divisions are: Augmented Reality, where virtual elements are layered on the real environment, Augmented Virtuality, were real elements exist in a virtual environment, and Virtual Reality, where everything is virtual. If the real and virtual elements find themselves in close proportion, the correct term is Mixed Reality. While this is an easier way of understanding the concept, it does not work well in practice, therefore augmented reality is usually used for the mix of real and virtual (Leino, Wirman and Fernandez, 2008).
The difference of the two can also be found in their what they aim to deliver. First, virtual reality is a fully synthetic environment, which aims to make the user immersed into the simulation and make him believe that the objects that are interacted with are real. It makes use of sensors of tracking and location for adjusting the point of view of the wearer in its environment. Second, the role of augmented reality is to simplify the user’s life, by giving him virtual information upon the real world. It does not need to restrict itself just visually, as it can also apply to hearing, smell or touch (Craig, 2013; Handbook of augmented reality, 2014).
As such, the difference is that virtual reality aims to immerse the player in a completely simulated environment, while augmented reality aims to simplify the life of the user.
While it is clear what augmented reality is and how it differs from virtual reality, how it is understood can determine how it is seen, when using it as a tool for designing games.
One way that augmented reality can be seen is also like a method of play.
Play is an engagement in an activity for fun and recreation, rather than doing it for serious motives (Oxford Dictionaries | English, 2017).
Even if it is for fun, in modern days, play is a tool for learning. Modern play has a controlling character, as people try to see what can change when they use their own strategies. It is a process that is used when they want to improve, be it in arts, music, cooking or other serious recreational activity. That is why it needs to have a marker for achievements and goals to reach (Henricks, 2016).
Augmented reality has the possibility to show your goals to reach, of recording when you have successfully achieved your purpose and allows you to control the information or activity, by using your own strategies of action, as you see fit, making it a method of modern play. However, it should not be limited to just this.
Augmented reality can also be seen as an experience. For example, a book is experienced by reading it, music is experienced through listening to it, a movie is experienced through watching it. Therefore, the only way of experiencing augmented reality is by engaging with it, as it is interactive. It is based on the digital information that is added and you would not normally feel, touch hear or interact with in the real world (Craig, 2013).
Looking closely, augmented reality fits in both descriptions as it can be used as a medium, as you experience it, and as a method of play as it gives players control over information.
Currently, augmented reality is slowly developing by making use of the technology that develops with time. As the technology advances, so will the number of augmented reality games. However, the viability of this system when designing games, in the present, remains unclear.
As mentioned before, smartphones and tablets are already popular platforms for gaming. Therefore, they also represent a starting point for augmented reality games, as they do have the necessary hardware. As such they would prove the most viable option for it, since they are mobile.
However, each platform has advantages and disadvantages and an exploration of them on a mobile platform could answer if augmented reality is a viable solution for games.
The first advantage of the mobile platform is that it can be carried anywhere a person goes. It also is advantageous for learning purposes, as a place that has been AR enhanced, using a smartphone could give information about the said location, such as information about battles that took place at historic locations, through the re-enactment of it. Another advantage is that a mobile phone has low costs of production in comparison with specialised hardware for augmented reality. Also, the mobile platforms are widespread as most people already own one, be it smartphone or tablets and most of them already have all the necessary sensors for augmented reality applications (Craig, 2013).
The disadvantages of mobile platforms are: technological, as the tablets and phones still have a lower processing power than normal computers, the application on the phone have no actual control over environments, therefore they need to work in a multitude of them. One other problem is user understanding, as there is no knowledge as to what is AR ready and users can end up being an annoyance to one another. These are some of the problems that would need to be addressed or taken into consideration when using mobile platform for augmented reality (Craig, 2013).
The fact that mobile platforms already present the hardware necessary, although at a lower level, for augmented reality improves the chances of viability for it as a tool for game creation. Taking into consideration that mobile phones are advancing fast technologically, their disadvantages will eventually fade, and the number of augmented reality games and applications will improve. Therefore, currently, augmented reality is a viable solution when creating games, for usage as a medium, to improve them.
As mobile platforms are popular and used every day, games that promote themselves as augmented reality games have already appeared on the market. An analysis of them, by making sure that they have the necessary characteristics mentioned before, can determine if they are truly augmented reality games or not.
One of the most popular games that is presented as an augmented virtuality game is Pokemon GO!. In the game, users take the role of Pokemon trainers, with the role of catching them and evolving them to the highest level. It makes use of the geolocation sensor of the smartphone or tablet, as to detect the location. During a battle, a Pokemon in the real-world location, waiting to escape or be captured (Thinkmobiles, 2017).
This game makes use of the location sensors as to determine where you are, as such the user can interact with the data, by moving himself closer to the information shown. At the same time the player can capture the Pokemon and fight them in the location he is present. The downside in combat mode is that no proper alignment exists, as the virtual data, which are the Pokemon, is just put on the screen regardless of what the player is looking at. While the game does allow a level of interactivity with the information that is layered upon the real map, it lacks 3D alignment of information with the real world during the combat stage, therefore the game is mainly a geolocation one, being close to an augmented reality game, but it cannot be properly classified as one.
Another application is Project Tango. It was developed by Google Advanced Technology and Project group. The user can fill the empty space in his home with different furniture of his choice and change their angle, size and positioning. This project also allows the scanning of the room, as to allow the playing of games in the environment (Thinkmobiles, 2017).
Project Tango presents a low – level 3D alignment that works, coupled with interactivity and the usage of digital objects with the environment, for the games present with the application. The application fulfils the targets of alignment, interactivity and information layering in the real world, therefore it is a proper augmented reality game, although a limited one and provides a good starting point for these types of games.
As augmented reality games will increase, it is not necessary to limit them to just one platform, as such augmented reality can also improve board games.
For example, a simple game like monopoly could have augmented pawns and dice. Using a camera, the augmentation takes place on a computer screen. The board is detected using points. 3D boxes are used for the places where the detection of the pawn takes place, and finally, by making use of their colours, the pawns are augmented, while the dice is virtually used. As such the visual effect makes a huge difference. Even if the game is a simple one, augmenting the pawns and boards, can lead to a deeper immersion in the board games (Molla and Lepetit, 2010).
To strengthen the point that board games can be augmented, the creation of a card – based role-playing game has allowed an exploration of the AR. The story has the premise of good versus evil, characters are design with feature like horns and wings for the bad ones and after they are implemented in 3D with animations, the board game has enough space for battles being 50x50, while the cards are the actual trigger for the augmented reality characters, as they contain all their information. The gameplay, at its core, is the first player without health loss, and the augmentation of the cards happens when they are turned 90 degrees, allowing the users to see how the cards go one against each other. At the end, the feedback was positive, as most of the people agreed that augmented reality does improve the experience (Bedoya-Rodriguez et al., 2014).
As seen, the games that can be augmented will not be limited to just one platform, but it is important that when designing them for augmented reality that they follow a set of rules. First and foremost, they must follow the rules that are defined by augmented reality: real – time interaction with the world, the digital information is layered upon it and there is a 3D registration of the real and virtual environment. One other rule to follow is to know the limitations of the platform that the augmented reality games will run on, as each has advantages and disadvantages and will affect the design. If these rules are taken into consideration, the designing of the game should prove less difficult, if it makes use of augmented reality.
Besides games, there are also other useful applications that are put forward as augmented reality application.
One application marketed as an augmented reality one is Wikitude World Browser. It makes use of the phone's camera and gives relevant information regarding the nearby area. The information is in form of Wikipedia articles, directions to restaurants and points of interest, accommodations and coupons through mobile deals (Digitaltrends.com, 2017).
This application offers information in real-time, which can be interacted with and the registration of the real and virtual world is properly implemented, making it an authentic augmented reality application.
Another useful application marketed as augmented reality app is Ink Hunter. The application has a wide selection of tattoos. Besides the pre – set ones it also accepts created designs and allows you to try it on any body part and into whatever position the user desires. It is a useful app to try tattoos without getting one (Digitaltrends.com, 2017).
The information, the tattoos, are there to interact with and modify as desired and the alignment with the real world, which is the body is properly implemented, confirming the main points of an augmented reality application.
As seen, augmented reality has potential, in terms of creating and playing games and mobile applications that are useful for everyday life. Taking into consideration its capabilities, augmented reality can also be extended into other fields, not just gaming.
One such domain is psychology where augmented reality has already been successful in treating phobias. There was already a treatment made for phobias of small animals, that used as device a head mounted display. The options allowed to increase/decrease the number of animals and their size. After a one hour session, the subjects showed a significant reduction in fear, being able to handle the small animals they feared (Handbook of augmented reality, 2014).
Another field can be education, where students see an anatomical view of the human skeletons using their tablets or phones. For example, the user has control over the choice of looking at a male body or female body. By using controls, users could select what system they would like to see, be it skeletal, muscular or any other and they also control the opacity of the skin via a slider. This would allow students to have a body at their disposal in their manuals or at them and analyse them whenever they need to, as this makes use of a fiducial paper, which is a paper with a symbol that represents the surface the augmented reality takes place into (Craig, 2013).
As observed augmented reality applications can be used either for games, education or even treating phobias. These are just some of the fields that can use augmented reality, as they can vary from entertainment up to military and civil.
While augmented reality does have uses in a multitude, questions do arise as to the ethical implications that augmented reality provides.
An ethical problem that arises is that of privacy. As the augmented reality glasses look like normal ones they may pass as such. What is not known by people is that they may be recorded by these, the user not taking the time to ask for consent and uploading the information to the internet. This is a problem as it violates the privacy of the people, as they do not know that they are being recorded, and thus cannot give consent in regards to being on the video or not. As the technology becomes more widespread, so will the possibility of the government having the possibility to spy on the population without consent, on even a more detailed scale. With a wider spread of this technology, access to the internet will be easier, and will also be many videos that may hurt the privacy of the users, eventually leading to bullying or even loss of employment, friends or partnership. It has also been known that cameras used for augmented reality do have problems with recognising people of non-Caucasian origin, unintentionally leading to racism and a lower esteem of those people (Heimo et al., 2014).
Considering all the above, it can be said that augmented reality has defined itself as a proper medium for the creation of games and apps. However, it will also deal with the ethical problems that arise with the devices that make use of it.
References
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Heimo, O., Kimppa, K., Helle, S., Korkalainen, T. and Lehtonen, T. (2014). Augmented reality - Towards an ethical fantasy?. 2014 IEEE International Symposium on Ethics in Science, Technology and Engineering.
Henricks, T. (2016). Reason and Rationalization: A Theory of Modern Play. American Journal of Play, 8(3), pp.310 - 312.
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