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D-ball: virtualized sports in diminished reality

Published: 02 July 2018 Publication History

Abstract

Many video games have been created that virtually represent sports from the real world. We present a new type of sports called "D-Ball", based on ballgames, that uses diminished reality (DR) technology. We created a prototype for a new DR system that uses a head-mounted smartphone to show specific objects and features from the real environment that have been extracted based on their color. Players can only see the balls, lines, and markers attached to players that have this color. D-Ball allows the players to experience a ballgame as if they were in a video game from the 70s. Players can customize their own appearance in D-Ball by changing the colored markers attached to their bodies. Furthermore, the difficulty of D-Ball can be modified by changing the ratio between the completely diminished and the completely real aspects of reality. In this paper, we propose a new method for DR in virtualized sports and discuss the game and prototype design of D-Ball as an example of this method.

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  • (2022)Towards Understanding Diminished RealityProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517452(1-16)Online publication date: 29-Apr-2022
  • (2021)Azalea: Co-experience in Remote Dialog through Diminished Reality and Somaesthetic Interaction DesignProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445052(1-11)Online publication date: 6-May-2021
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Published In

cover image ACM Other conferences
SHS '18: Proceedings of the First Superhuman Sports Design Challenge: First International Symposium on Amplifying Capabilities and Competing in Mixed Realities
July 2018
57 pages
ISBN:9781450364072
DOI:10.1145/3210299
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 July 2018

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Author Tags

  1. augmented human
  2. augmented reality
  3. diminished reality
  4. superhuman sports

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  • Research-article

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  • KAKENHI

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SHS '18

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SHS '18 Paper Acceptance Rate 9 of 11 submissions, 82%;
Overall Acceptance Rate 9 of 11 submissions, 82%

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  • (2024)Diminished Reality Techniques for Metaverse Applications: A Perspective From EvaluationIEEE Internet of Things Journal10.1109/JIOT.2024.341803411:21(34734-34748)Online publication date: 1-Nov-2024
  • (2022)Towards Understanding Diminished RealityProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517452(1-16)Online publication date: 29-Apr-2022
  • (2021)Azalea: Co-experience in Remote Dialog through Diminished Reality and Somaesthetic Interaction DesignProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445052(1-11)Online publication date: 6-May-2021
  • (2021)Visualization Techniques in Augmented Reality: A Taxonomy, Methods and PatternsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2020.298624727:9(3808-3825)Online publication date: 1-Sep-2021
  • (2021)The Impacts of Visual Effects on User Perception With a Virtual Human in Augmented Reality Conflict SituationsIEEE Access10.1109/ACCESS.2021.30620379(35300-35312)Online publication date: 2021
  • (2020)Mixed and Augmented Reality Applications in the Sport IndustryProceedings of the 2020 2nd International Conference on E-Business and E-commerce Engineering10.1145/3446922.3446932(55-59)Online publication date: 29-Dec-2020
  • (2019)Physical e-Sports in VAIR Field systemSIGGRAPH Asia 2019 XR10.1145/3355355.3361889(31-33)Online publication date: 17-Nov-2019
  • (2019)Superhuman sports --- a testing ground for augmenting our sensesXRDS: Crossroads, The ACM Magazine for Students10.1145/333106925:4(38-43)Online publication date: 9-Jul-2019
  • (2019)Superhuman sports in mixed reality: the multi-player game League of Lasers2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR.2019.8798275(1819-1825)Online publication date: Mar-2019
  • (2019)HeatSense – Thermal Sensory Supplementation for Superhuman Sports2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR.2019.8798125(1831-1833)Online publication date: Mar-2019

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