XR Experiences

Served as Academic Publications
Rompapas, Damien Constantine; Campbell, James; Barnes, Eleanor; Fraser, Jack Douglas; Twynham, Bradley; Pham, Xuan Tien; Hien, Nguyen Thu; Lugtenberg, Geert; Yoshinari, Nishiki; Akkad, Sarah Al; Taylor, Andrew Gavin; Billinghurst, Mark
RockemBot Boxing: Facilitating Long-Distance Real-Time Collaborative Interactions with Limited Hand Tracking Volumes Presentation
30.11.2019.
@misc{Rompapas2018b,
title = {RockemBot Boxing: Facilitating Long-Distance Real-Time Collaborative Interactions with Limited Hand Tracking Volumes},
author = {Damien Constantine Rompapas and James Campbell and Eleanor Barnes and Jack Douglas Fraser and Bradley Twynham and Xuan Tien Pham and Nguyen Thu Hien and Geert Lugtenberg and Nishiki Yoshinari and Sarah Al Akkad and Andrew Gavin Taylor and Mark Billinghurst},
url = {https://beer-labs.net/wp-content/uploads/2021/12/RockemBot_Boxing__ISMAR_Submission.pdf},
year = {2020},
date = {2020-00-00},
urldate = {2020-00-00},
abstract = {This demonstration showcases a boxing game that facilitates interac-tions between two users over a larger-than-arms reach distance. In RockemBot boxing, users stand two meters apart, and use virtual fists as a means of knocking the opposing player’s virtual head in an intense matchup. By first re-mapping the user’s hand tracked input to a virtual model, and representing the user’s in the collaborative space as a semi-attached avatar, we allow real-time high fidelity interactions.
Keywords: Augmented Reality, Human Computer Interaction, Games and Entertainment Design},
keywords = {},
pubstate = {published},
tppubtype = {presentation}
}
This demonstration showcases a boxing game that facilitates interac-tions between two users over a larger-than-arms reach distance. In RockemBot boxing, users stand two meters apart, and use virtual fists as a means of knocking the opposing player’s virtual head in an intense matchup. By first re-mapping the user’s hand tracked input to a virtual model, and representing the user’s in the collaborative space as a semi-attached avatar, we allow real-time high fidelity interactions.
Keywords: Augmented Reality, Human Computer Interaction, Games and Entertainment Design
Keywords: Augmented Reality, Human Computer Interaction, Games and Entertainment Design
Rompapas, Damien; Sandor, Christian; Plopski, Alexander; Daniel Saakes, Dong Hyeok Yun; Taketomi, Takafumi; Kato, Hirokazu
Holoroyale: A Large Scale High Fidelity Augmented Reality Game Conference
2018, ISBN: 978-1-4503-5949-8/18/10.
@conference{Rompapas2018,
title = {Holoroyale: A Large Scale High Fidelity Augmented Reality Game},
author = {Damien Rompapas and Christian Sandor and Alexander Plopski and Daniel Saakes, Dong Hyeok Yun and Takafumi Taketomi and Hirokazu Kato},
url = {https://beer-labs.net/wp-content/uploads/2021/12/HoloRoyale___UIST.pdf},
doi = {10.1145/3266037.3271637},
isbn = {978-1-4503-5949-8/18/10},
year = {2018},
date = {2018-10-11},
urldate = {2018-10-11},
abstract = {INTRODUCTION
Recent years saw an explosion in Augmented Reality (AR) experiences for consumers. These experiences can be classified based on the scale of the interactive area (room vs city/global scale) , or the fidelity of the experience (high vs low) [4]. Experiences that target large areas, such as campus or world scale [7, 6], commonly have only rudimentary interactions with the physical world, and suffer from registration errors and jitter. We classify these experiences as large scale and low fidelity. On the other hand, various room sized experiences [5, 8] feature realistic interaction of virtual content with the real world. We classify these experiences as small scale and high fidelity.
Our work is the first to explore the domain of large scale high fidelity (LSHF) AR experiences. We build upon the small scale high fidelity capabilities of the Microsoft HoloLens to allow LSHF interactions. We demonstrate the capabilities of our system with a game specifically designed for LSHF
interactions, handling many challenges and limitations unique to the domain of LSHF AR through the game design.
Our contributions are twofold:
The lessons learned during the design and development of a system capable of LSHF AR interactions.
Identification of a set of reusable game elements specific to LSHF AR, including mechanisms for addressing spatio-temporal inconsistencies and crowd control. We believe our contributions will be fully applicable not only to games, but all LSHF AR experiences.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
INTRODUCTION
Recent years saw an explosion in Augmented Reality (AR) experiences for consumers. These experiences can be classified based on the scale of the interactive area (room vs city/global scale) , or the fidelity of the experience (high vs low) [4]. Experiences that target large areas, such as campus or world scale [7, 6], commonly have only rudimentary interactions with the physical world, and suffer from registration errors and jitter. We classify these experiences as large scale and low fidelity. On the other hand, various room sized experiences [5, 8] feature realistic interaction of virtual content with the real world. We classify these experiences as small scale and high fidelity.
Our work is the first to explore the domain of large scale high fidelity (LSHF) AR experiences. We build upon the small scale high fidelity capabilities of the Microsoft HoloLens to allow LSHF interactions. We demonstrate the capabilities of our system with a game specifically designed for LSHF
interactions, handling many challenges and limitations unique to the domain of LSHF AR through the game design.
Our contributions are twofold:
The lessons learned during the design and development of a system capable of LSHF AR interactions.
Identification of a set of reusable game elements specific to LSHF AR, including mechanisms for addressing spatio-temporal inconsistencies and crowd control. We believe our contributions will be fully applicable not only to games, but all LSHF AR experiences.
Recent years saw an explosion in Augmented Reality (AR) experiences for consumers. These experiences can be classified based on the scale of the interactive area (room vs city/global scale) , or the fidelity of the experience (high vs low) [4]. Experiences that target large areas, such as campus or world scale [7, 6], commonly have only rudimentary interactions with the physical world, and suffer from registration errors and jitter. We classify these experiences as large scale and low fidelity. On the other hand, various room sized experiences [5, 8] feature realistic interaction of virtual content with the real world. We classify these experiences as small scale and high fidelity.
Our work is the first to explore the domain of large scale high fidelity (LSHF) AR experiences. We build upon the small scale high fidelity capabilities of the Microsoft HoloLens to allow LSHF interactions. We demonstrate the capabilities of our system with a game specifically designed for LSHF
interactions, handling many challenges and limitations unique to the domain of LSHF AR through the game design.
Our contributions are twofold:
The lessons learned during the design and development of a system capable of LSHF AR interactions.
Identification of a set of reusable game elements specific to LSHF AR, including mechanisms for addressing spatio-temporal inconsistencies and crowd control. We believe our contributions will be fully applicable not only to games, but all LSHF AR experiences.