Skip to main content

Recreating Gaming Experience Through Spatial Augmented Reality

  • Conference paper
  • First Online:
ArtsIT, Interactivity and Game Creation (ArtsIT 2022)

Abstract

Online connections and virtual world have dominated the last few years of our social life. There has been a lack of each other’s physical presence. The aim of this paper is to create an experience to connect with people in a physical space. The project is named as Connect. Connect is a series of nostalgic games to be played in a spatially augmented environment. The experience aims to inculcate feel-good emotions and enhance socialization and collaboration. Connect involves the intersection of projection mapping, game design and experiential design. Two nostalgic games, Snake and Pacman, are developed for the experience. Several iterations are made and tested simultaneously. The games are made multiplayer and tested by projecting in different spaces. The final execution is done in Cave Automatic Virtual Environment (CAVE) where people play both the games. The participants felt good after playing and were seen socializing and collaborating with each other. Verbal feedback along with post experience questionnaire confirmed the same, expanding the future scope of the project.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 89.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 119.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Marinucci, M., Pancani, L., Aureli, N., Riva, P.: Online social connections as surrogates of face-to-face interactions: a longitudinal study under Covid-19 isolation. Comput. Human Behav. 128, 107102 (2022)

    Article  Google Scholar 

  2. Makai, P.K.: Video games as objects and vehicles of nostalgia. MDPI 7(4), 123 (2018)

    Google Scholar 

  3. Barr, M., Stewart, A.C.: Playing video games during the COVID-19 pandemic and effects on players’ well-being. Games Cult. 17(1), 122–139 (2021)

    Article  Google Scholar 

  4. IGI Global. https://www.igi-global.com/dictionary/virtual-and-augmented-reality-for-the-visualization-of-summarized-information-in-smart-cities/56556

  5. Bimber, O., Raskar, R.: Merging real and virtial worlds (2005)

    Google Scholar 

  6. White, J.: YouTube 8 December 2018. https://www.youtube.com/watch?v=JcHSPpw5XPA&t=2s&ab_channel=fitcevents

  7. Chertoff, D.B., Schatz, S.L., McDaniel, R., Bowers, C.A.: Improving presence theory through experiential design. Presence 17(4), 405–413 (2008)

    Article  Google Scholar 

  8. Scacchi, W.: Socio-technical design (2004)

    Google Scholar 

  9. Mathew, A.R., Hajj, A.A., Abri, A.A.: Human-computer interaction (HCI): an overview (2011)

    Google Scholar 

  10. Bond, M., Beale, R.: What makes a good game? Using reviews to inform design. In: Computers 23rd Celebrating People and Technology (2009)

    Google Scholar 

  11. Thirslund, A.: YouTube, 24 August 2020. https://www.youtube.com/watch?v=nvbQ9_bzx1k&list=PLyMM76AEEbsQK3ozBddC-kdyZ4Q9v3oHe&index=56&t=1s&ab_channel=Brackeys

  12. Marczewski, A.: Gamification: a simple introduction (2013)

    Google Scholar 

  13. Bowman, N., Hemenover, S.H.: Video games, emotion, and emotional regulation: expanding the scope. Ann. Int. Commun. Assoc. 42(2), 125–143 (2018)

    Google Scholar 

  14. Lovell, J., Griffin, H.: Fairy tale tourism: the architectural projection mapping of magically real and irreal festival lightscapes. J. Policy Res. Tourism Leisure Events 11(3), 469–483 (2009)

    Article  Google Scholar 

  15. Zünd, F., et al.: Unfolding the 8-Bit Era. In: CVMP’15: Proceedings of the 12th European Conference on Visual Media Production, pp. 1–10 (2015)

    Google Scholar 

  16. Tomimatsu, K., Abderson, S.: Sidestep and sneak peek: spatial actions in augmented reality games ARSurface - dynamic spatial augmented reality for tangible interface. Int. J. Asia Digital Art Des. Assoc. 20(4), 77 (2017)

    Google Scholar 

  17. Dolce, A., Nasman, J., Cutler, B.: ARmy: a study of multi-user interaction in spatially augmented games. In: IEEE Computer Society Conference on Computer Vision and Pattern Recognition Workshops, pp. 43–50 (2012)

    Google Scholar 

  18. Johannes, N., Vuorre, M., Przybylski, A.K.: Video game play is positively correlated with well-being. R. Soc. Open Sci. 8(2), 202049 (2021)

    Article  Google Scholar 

  19. B-Reel. Vimeo, B-Reel (2017) https://vimeo.com/211021181

  20. Vondervoort, N.V.D.: YouTube. 15 December 2019. https://www.youtube.com/watch?v=u5TY33gGCv4&ab_channel=NiekvandeVondervoort

  21. Xu, M., et al.: Personalized training through kinect-based games for physical education. J. Vis. Commun. Image Represent. 62, 394–401 (2019)

    Article  Google Scholar 

  22. Guzsvinecz, T., Szucs, V., Lanyi, C.S.: Suitability of the kinect sensor and leap motion controller—a literature review. Sensors 19(5), 1072 (2019)

    Article  Google Scholar 

  23. Palomino, L.S., Nora, L.-S.P., Fernando, M.G.: Augmented reality and ms-kinect in the learning of basic mathematics: KARMLS case. Int. Educ. Stud. 12, 54 (2019)

    Article  Google Scholar 

  24. Krishnankutty, P.: The Print, 18 July 2020. https://theprint.in/features/nokias-snake-the-mobile-game-that-became-an-entire-generations-obsession/462873/

  25. El-Nasr, M.S., et al.: Understanding and evaluating cooperative games. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2010)

    Google Scholar 

  26. Lowood, H.E.: Pac-Man. Encyclopedia Britannica (2004)

    Google Scholar 

  27. Tarbi, A.: Laval Blog, 19 August 2020. https://blog.laval-virtual.com/en/vr-cave-system-an-immersive-technology/#:~:text=The%20word%20CAVE%20is%20an,actually%20stereoscopic%20rear%20projection%20screens

  28. Whitworth, B., Ahmad, A.: Inderaction design foundation. https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd-ed/socio-technical-system-design

  29. Carroll, J.M.: Interaction design foundation. https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd-ed/human-computer-interaction-brief-intro

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Vibhuti Sagar .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Sagar, V., Onkar, P. (2023). Recreating Gaming Experience Through Spatial Augmented Reality. In: Brooks, A.L. (eds) ArtsIT, Interactivity and Game Creation. ArtsIT 2022. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 479. Springer, Cham. https://doi.org/10.1007/978-3-031-28993-4_11

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-28993-4_11

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-28992-7

  • Online ISBN: 978-3-031-28993-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics