Skip to main content

Alternative Reality: An Augmented Daily Urban World Inserting Virtual Scenes Temporally

  • Conference paper
  • First Online:

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10069))

Abstract

In this paper, we propose a new design strategy for integrating fictionality into the real world named Alternative Reality, which makes it possible to connect the daily urban world with the virtual world from a temporal aspect to influence humans to adopt better lifestyles. The worlds also can be seamlessly integrated because the virtual world consists of real landscapes, objects and persons. This means that it may be possible to enhance the real world by showing fictional events among real events: people experience the enhanced hybrid world as in the real world rather than in a fictional world such as a movie. To demonstrate the design strategy of Alternative Reality, we have developed two case studies. The first case study investigates whether a user can sense the improbable behavior of a moving object as realistic, where the user can interact with the object. The second case study investigates whether a user can experience fictional occurrences in the virtual world as they are experienced in the real world. In both case studies, a user wears a head-mounted display to increase the immersion in the hybrid world created by Alternative Reality, in which the virtual world is created by capturing the real world with a 360-degree camera. The insights of the experiments with the case studies show that Alternative Reality effectively augments the real world without losing touch with reality.

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

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
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

Learn about institutional subscriptions

Notes

  1. 1.

    In the first experiment, a camera is deployed behind a user, and only the center of the captured image is trimmed and shown on his/her HMD. When the user tilts his/her head, the trimmed area shown on the HMD moves in accordance with the movement of the head. This approach simulates a 360-degree movie.

  2. 2.

    https://www.oculus.com/.

  3. 3.

    http://www.bublcam.com/.

References

  1. Azuma, R.T.: A survey of augmented reality. Presence 6(4), 355–385 (1997)

    Article  Google Scholar 

  2. Bailey, J.H., Knerr, B.W., Witmer, B.G.: Virtual Spaces and real world places: transfer of route knowledge. Int. J. Hum Comput. Stud. 45(4), 307–321 (1996)

    Google Scholar 

  3. Deterding, S., Dixon, D., Khaled, R., Nacke, N.: From game design elements to gamefulness: defining “Ramification”. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (2011)

    Google Scholar 

  4. Dunne, A., Raby, F.: Speculative Everything: Design, Fiction, and Social Dreaming. MIT Press, Cambridge (2013)

    Google Scholar 

  5. Huotari, K., Hamari, J.: Defining gamification – a service marketing perspective. In: Proceedings of the 16th International Academic Mindtrek Conference, pp. 17–22 (2012)

    Google Scholar 

  6. Institute of Government: MINDSPACE: Influencing Behavior through Public Policy, CabinetOffice (2010)

    Google Scholar 

  7. Ishizawa, F., Takahashi, M., Irie, K., Sakamoto, M., Nakajima, T.: Analyzing augmented real spaces gamifed through fictionality. In: Proceedings of the 13th International Conference on Advances in Mobile Computing and Multimedia (2015)

    Google Scholar 

  8. Ishizawa, F., Sakamoto, M., Nakajima, T.: A service design framework for designing alternative reality experiences. DCL Technical Report DCL-2016-2. Waseda University (2016)

    Google Scholar 

  9. Iwata, T., Yamabe, T., Nakajima, T.: Augmented reality go: extending traditional game play with interactive self-learning support. In: Proceedings of the 17th IEEE Conference on Embedded and Real-time Computing Systems and Applications, pp. 105–114 (2011)

    Google Scholar 

  10. McGonigal, J.: Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press, New York (2011)

    Google Scholar 

  11. Montola, M.: Tangible pleasures of pervasive role-playing. In: Proceedings of International Conference on DiGRA 2007 (2007)

    Google Scholar 

  12. Montola, M., Stemros, J., Waern, A.: Pervasive Games - Theory and Design. Morgan Kaufmann, San Francisco (2009)

    Google Scholar 

  13. Nakajima, T., Lehdonvirta, V.: Designing motivation in persuasive ambient mirrors. Pers. Ubiquit. Comput. 17(1), 107–126 (2013)

    Article  Google Scholar 

  14. Narumi, T., Ban, Y., Kajinami, T., Tanikawa, T., Hirose, M.: Augmented perception of satiety: controlling food consumption by changing apparent size of food with augmented reality. In: Proceedings of the Conference on Human Factors in Computing Systems (2012)

    Google Scholar 

  15. Nieuwdorp, E.: The pervasive interface: tracing the magic circle. In: Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play (2005)

    Google Scholar 

  16. Rolland, J., Biocca, F., Hamza-Lup, F., Yanggang, H., Martins, R.: Development of head-mounted projection displays for distributed, collaborative, augmented reality applications. Presence Teleoperators Virtual Environ. 14(5), 528–549 (2005)

    Article  Google Scholar 

  17. Sakamoto, M., Nakajima, T.: Gamifying intelligent daily environments through introducing fictionality. Int. J. Hybrid Inf. Technol. 7(4), 259–276 (2014)

    Article  Google Scholar 

  18. Sakamoto, M., Nakajima, T.: Incorporating fictionality into the real world with transmedia storytelling. In: Marcus, A. (ed.) DUXU 2015. LNCS, vol. 9186, pp. 654–665. Springer, Heidelberg (2015)

    Chapter  Google Scholar 

  19. Sakamoto, M., Nakajima, T., Alexandrova, T.: Enhancing values through virtuality for intelligent artifacts that influence human attitude and behavior. Multimedia Tools Appl. 74(24), 11537–11568 (2015)

    Google Scholar 

  20. Sakamoto, M., Nakajima, T.: In search of the right design abstraction for designing persuasive affordance towards a flourished society. In: Proceeding of the 9th International Conference on Design and Semantics of Form and Movement (2015)

    Google Scholar 

  21. Sakamoto, M., Nakajima, T., Akioka, S.: Gamifying collective human behavior with gameful digital rhetoric. Multimedia Tools Appl. (2016). doi:10.1007/s11042-016-3665-y

    Google Scholar 

  22. Suzuki, E., Narumi, T., Sakurai, S., Tanikawa, T., Hirose, M.: Illusion cup: interactive controlling of beverage consumption based on an illusion of volume perception. In: Proceedings of the 5th Augmented Human International Conference (2014)

    Google Scholar 

  23. Takahashi, M., Irie, K., Sakamoto, M., Nakajima, T.: Incorporating fictionality into the real space: a case of enhanced TCG. In: Proceedings of the 2015 ACM International JoinConference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers (2015)

    Google Scholar 

  24. Treanor, M., Schweizer, B., Bogost, I., Mateas, M.: Proceduralist readings: how to find meaning in games with graphical logics. In: Proceedings of Foundations of Digital Games (2011)

    Google Scholar 

  25. Wakisama, S., Fujii, N., Suzuki, K.: Substitutional Reality System: A Novel Experimental Platform for Experiencing Alternative Reality, Scientific Reports (2012). doi:10.1038/srep00459

  26. Wolfe, A.K., Malone, E.L., Heerwagen, J., Dion, J.: Behavioral Change and Building Performance: Strategies for Significant, Persistent, and Measurable Institutional Change, US Department of Energy (2014)

    Google Scholar 

  27. Yamabe, T., Nakajima, T.: Playful training with augmented reality games: case studies toward reality-oriented system design. Multimedia Tools Appl. 62(1), 259–286 (2013)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Tatsuo Nakajima .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing AG

About this paper

Cite this paper

Ishizawa, F., Nakajima, T. (2016). Alternative Reality: An Augmented Daily Urban World Inserting Virtual Scenes Temporally. In: García, C., Caballero-Gil, P., Burmester, M., Quesada-Arencibia, A. (eds) Ubiquitous Computing and Ambient Intelligence. UCAmI 2016. Lecture Notes in Computer Science(), vol 10069. Springer, Cham. https://doi.org/10.1007/978-3-319-48746-5_36

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-48746-5_36

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-48745-8

  • Online ISBN: 978-3-319-48746-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics