Abstract
The use of augmented reality (AR) becomes increasingly common in mobile game development as a means of enhancing the players’ view of the physical world through computer-generated graphical information. A situation often encountered in AR applications is the -partial or full- occlusion of virtual objects by physical artifacts; if not appropriately handled, the visualization of occluded objects often misleads users’ perception. This paper introduces three alternative Geolocative Raycasting techniques aiming at assisting developers of outdoors AR games in generating a realistic field of view (FoV) for the players by integrating real time building recognition, so as to address the occlusion problem. Our geolocative raycasting methods have been applied in the location-based, AR game Order Elimination, which utilizes publicly and freely available building information to calculate the players FoV in real-time. The proposed algorithms are applicable to a variety of sensor-based AR applications and portable to any real setting, provided that sufficient topographical data exist. The three FoV determination methods have been tested with respect to several performance parameters demonstrating that real-time FoV rendering is feasible by modest mobile devices, even under stress conditions. A user evaluation study revealed that the consideration of buildings for determining the FoV in AR pervasive games can increase the quality of experience of players when compared with standard FoV generation methods.



















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Notes
The term ‘first-person shooter’ refers to a video game genre centered on gun and projectile weapon-based combat through a first-person perspective; that is, the player experiences the action through the eyes of the protagonist.
The ManHunt Android application file as well as user evaluation statistics are available from: http://www.barbarossarpg.com/.
A commercial version of Order Elimination is available in Google Play (https://play.google.com/store/apps/details?id=bl.on.mi.en)
The OSM Overpass API provides textual description of buildings in a certain area, essentially a list of polygons, each comprising a series of latitude/longitude points.
Bearing refers to the angle of a moving object’s direction from the North.
As reported in the TimeWarp evaluation results, the virtual artifacts in AR games should be preferably hidden when the player has no LoS with them. Even though we could effortlessly hide the AR content when eye contact with the Zombie was infeasible, we chose not to for game design purposes.
Vuzix M100 Smart Glasses (https://www.vuzix.com/Products/M100-Smart-Glasses) supports a FoV angle of 15°, while Epson Moverio BT-200 (http://global.epson.com/newsroom/2014/news_20140107.html) supports 23°. Both products fully support smartphone integration.
The Android Augment Reality Framework (https://github.com/phishman3579/android-augment-reality-framework) and Mixare (http://www.mixare.org/) support a FoV angle of 45°.
The intuition for choosing the 5° angle has been, firstly, to create a sufficient FoV polygon for the Zombie to be included in and, secondly, to allow sufficiently wide FoV (than that of a single ray) so as to compensate for GPS location fix inaccuracies, which do not allow precise positioning calculations as in computer games.
Android applications may obtain the GPS accuracy, defined as the radius of 68 % confidence. That is, there is a 68 % probability that the true location is inside a circle centered at the estimated location, where the circle’s radius is equal to the accuracy value. For example, if the accuracy value is 10, then there’s a 68 % chance the true location of the device is within 10 m of the reported coordinates.
The evaluators have been recruited through an open invitation advertised in the University of the Aegean, Mytilene, Greece. Ten (10) of the evaluators have been male and two (2) female. Six (6) evaluators have been in the age group of 19–23, four (4) in the age group of 24–33 and two (2) in the age group 34–39.
The application distributed to evaluators implemented the RC algorithm. Since this method performs worse than RPI, it serves the purpose of letting evaluators to test the application under the worst possible performance conditions. Note that the IRC method has not been an option as we have chosen not to confine the evaluation within a pre-registered area or prevent users from zooming-in/out the map view.
A video of the application can be found at https://www.youtube.com/watch?v=D--A3fEghbA. The Android Application File (APK) can be downloaded at http://zarcrash.x10.mx/OrderEliminationc.apk.
The questionnaire can be found at http://zarcrash.x10.mx/OrderEliminationGoogleForm.pdf
The application distributed to evaluators has been configured with the ray length set to 100 m, the FoV angle set to 28° and a game space of 250,000 m2 (square with side length of 500 m) while the mobile devices used by players varied in technical specifications (Sony Xperia S, Samsung (Galaxy S4 Mini, Beam, Note 4, S4), Nexus (4 & 6), F&U Tablet and Motorola Moto G 2nd Generation).
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Kasapakis, V., Gavalas, D. Occlusion handling in outdoors augmented reality games. Multimed Tools Appl 76, 9829–9854 (2017). https://doi.org/10.1007/s11042-016-3581-1
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DOI: https://doi.org/10.1007/s11042-016-3581-1