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Augmented reality and rigid body simulation for edutainment: the interesting mechanism - an AR puzzle to teach Newton physics
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ACM International Conference Proceeding Series; Vol. 352 archive
Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology table of contents
Yokohama, Japan
SESSION: Technical track: AR/MR entertainment table of contents
Pages 17-20  
Year of Publication: 2008
ISBN:978-1-60558-393-8
Authors
Philip Buchanan  University of Canterbury, Christchurch, New Zealand
Hartmut Seichter  University of Canterbury, Christchurch, New Zealand
Mark Billinghurst  University of Canterbury, Christchurch, New Zealand
Raphaäl Grasset  University of Canterbury, Christchurch, New Zealand
Sponsors
IPSJ : Information Processing Society of Japan
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

Physics simulation is becoming more common in computing. We have developed a comprehensive toolkit to connect the physical and virtual world within Augmented Reality (AR) using rigid body simulation. Unlike existing techniques of embedding physics simulations into 3D environments, the use of rigid body simulations within AR requires a different approach. To demonstrate our approach we developed an edutainment game based on the concept of chain reactions and physical contraptions.

In this paper we elaborate on the constraints introduced by mixing AR and rigid body simulation, and how it subsequently effects the visual richness and perceptual appearance of an AR simulation. We describe our implementation approach and provide an analysis of additional scenarios which would be enriched by physical simulation.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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S. Gilroy, M. Cavazza, R. Chaignon, S. Mäkelä, M. Niiranen, E. André, T. Vogt, M. Billinghurst, H. Seichter, and M. Benayoun. An emotionally responsive ar art installation. In ISMAR 2007, 2007.
 
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J. Looser, R. Grasset, H. Seichter, and M. Billinghurst. Osgart - a pragmatic approach to mr. In ISMAR 2006, 2006.
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Y. M. Masataka Imura, Yoshihiro Yasumuro. Fountain designer: Control virtual water as you like. In ISMAR 2006.
 
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B. Shneiderman. The future of interactive systems and the emergence of direct manipulation. College Park, Md.: University of Maryland, 1982.

Collaborative Colleagues:
Philip Buchanan: colleagues
Hartmut Seichter: colleagues
Mark Billinghurst: colleagues
Raphaäl Grasset: colleagues