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NerdHerder: Herding Nerds on Your
Table
Yan Xu, Sam Mendenhall, Vu Ha, Paul Tillery
Josh Cohen
Augmented Reality Game Studio
Georgia Institute of Technology
Advisors: Dr. Blair MacIntyre;
Dr. John Sharp; Tony Tseng
How Mobile Augmented Reality Interface Changes the
Game
2
Outline
NerdHerder: video, demo and design
Augmented Reality
The core game mechanic design
Challenges and solutions
3
A Motion-controlled Table-top
Augmented Reality Puzzle Game
QuickTime™ and a
H.264 decompressor
are needed to see this picture.
4
5
Nerds on the
Table
Augmented Reality
Interface registers
graphics on real world
surface.
6
What is Augmented Reality?
Registered digital content on physical objects in real time
(Azuma et al. 1997, 2001)
Milgram’s Reality-Virtuality Continuum (1977)
Other related concepts: Mixed reality; Location-based
service;
7
What is Augmented Reality?
(Cont.)
Augmenting the Environment
Augmenting the User
Augmenting the Object
(MacKay 1998)
8
Tupac’s hologram, with snoop dog
by James Cameron's Digital Domain
9
Six Sense, MIT
Google Glass
10
Leitner, IncreTable
Marco Tempest, a “virtual magician”
11
Why Augmented Reality
(AR)?
Design for “authenticity”
Blended physical-digital space
Smart phones that can run AR
12
Augmenting the Tabletop
Eye of Judgment, Sony Computer Entertainment
13
Augmenting the Perspective
ARhrrrr!! Augmented Environments Lab
14
Designing for the Game
Feel:
How do We Integrate AR in
Games?
15
Mobile Augmented Reality
Games
16
Augmented Reality Game Studio:
Building Experimental AR Games
17
NerdFerno: The Precursor of NerdHerder
18
Several Iterations on Core
Mechanic
19
NerdHerder: Augmenting Game
Experience with Physical Presence
21
Playful and
Responsive
Control
Intuitive metaphor
Give more a sense of
presence
Continuous feedback
Let's Go Fishin'
by Pressman Toy
22
Presence
First Person + Third
Person Presence
23
Continuous
motion
+
Changing
perspective
+
Puzzle
Solving
Demo
24
Multiplayer
NerdHerder
Sports + Hungry hippo
Team competition
Sociological theories
25
Challenge1 -
Camera Control
Camera control: How is it different?
Gadget design, e.g. Circuit line
User Interface design, e.g. Bubbles to remind of off-screen
objects
Puzzle design, Encouraging players to explore the map
Multiple players: communication
26
Challenge 2 - New Control
Mechanism
Tutorial design: loss of developers’ objectivity
Tutorial enforcement
Conventions get in the way: such as tilt control; 1st person control
conventions
Immersion: Attention and focus
27
Tutorial Design
28
Challenge 4 - Design
Process
Fast iteration and feel the interaction
Human Computer Interaction + game design
“Five iteration” rule - iterate for perfection
Street playtesting
Demoing at conferences
29
Frequent Playtesting and
Iterations
30
Challenge 4 - Deployment
in Markets
Android Device diversity
Being ripped off in Russian and Chinese website
How to market our own game?
31
Statistics
Screenshot on
Oct. 2, 2012
41
Thank you!
More information:
•www.MicroNerd.net
Acknowledgment:
Qualcomm
Special thanks to:
Robert Solomen; Maribeth Gandy;
Jim

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NerdHerder Design Lessons

Notes de l'éditeur

  1. Hello everyone. I’m Yan. I’m Sam. We are from Georgia Institute of Technology. Today, we are very happy to be here and present you our mobile Augmented Reality game, NerdHerder. NerdHerder is a collaborative project in the Augmented Reality Game Studio at Georgia Tech, Savannah College of Art and Design, and Berklee College of Music. It is also having different purposes, such as how to create a student project that can be downloadable and playable to the public; research purpose of understanding player behaviors.
  2. NerdHerder is a motion-puzzle game for causal mobile game players. Here is the trailer 1. A player print out the game board, point their camera at the phone, and they can see the game world comes out of the piece of paper. 2. Your goal is to herd the nerds back to their office 3. The management tools you are going to use are donuts, paperwork and techie toys. And you dangle them in front of the nerds with a fishing rod to attract and repel the nerds 4. There are distractions and challenges along the way of going to nerds office, such as moving bosses, coffee boys, sports posters, conveyor belts etc. Demo or Video
  3. As you may tell, we were inspired by many icons of pop culture, and our own experience of working in front of computers for many hours everyday.
  4. More importantly, this game is about herding nerds on your table. With augmented reality interface, the nerds and the office appear on top of a piece of paper and players physical movements make a difference in the game. This leads to the core design question we try to answer: how do we make the best of novel interfaces, in this case, mobile Augmented reality interface, to shape enjoyable and novel player experience?
  5. there are a lot of definitions of augmented reality out there.
  6. Augmenting the environment
  7. Augmenting the user
  8. Augmenting the objects
  9. The markers are recognized when they are in the view Shows the objects alive on the cards
  10. Point and shoot game; 2009
  11. We also design NerdHerder to make the best of mobile augmented reality interface. There are many definitions of augmented reality out there. In particular, we focus on the type of AR that tightly registers graphics on real world objects.
  12. We did not try to answer this question alone. We are all involved in the AR game studio@Gatech, where students with technical, artistic, and musical talents come together and create fun game mechanics that leverage the affordances and constraints of AR.
  13. One precursor project for NerdHerder is NerdFerno, a sandbox for experimenting with various interactive tools to mess with the nerds. In the playtesting, we saw that people loved scaring the nerds by sneaking close to them physically and scare them. There is something that is special about players feel they exist in the same space as the nerds, and the physical movement makes this feeling of being present more believable.
  14. We decide to focus on this piece fun experience, and bring it further to a real game. That’s when we started to make NerdHerder, the core game mechanic was to push nerds away from the camera. It make sense because the nerds in our game try to avoid eye contact with people. But this interaction is not precise, players tend to overshoot the nerds, and it is a game interface that is “easy to learn, impossible to master.” We went through several major iterations to address the usability and playability issues of the core game mechanic.
  15. In NerdHerder, we focus on augment gameplay experience with players’ bodily presence and physical movement. More than viewing the game from a perspective they can control, players interact with the game in a flowy and responsive way.
  16. <Video>
  17. Eventually, we come up with the fishing rod interface. Players see a fishing rod sticking out from their camera phone, and they can dangle donuts or paperwork to attract and repel the nerds. It is inspired by a kids toy “Let’s Go Fishin’” that requires motor control, dexterity and steady hands. We are happy about this game control from playtesting. Players get the idea almost immediately when they see the fishing rod. It also provides constant presence and contious feedback that are highly responsive to players’ physical movements.
  18. Creatively blending first person and third person presence
  19. This game mechanic is integrated with the puzzle solving challenges and tutorial design in the game. Sam is going to walk you through this and talk about our design thinking during the demo.
  20. AR provides different kinds of camera control: window to the world. Mobile AR is especially different because it is held in the hands of the players. We are not completely unfamiliar with this kind of control, In other games, we have conventions
  21. Frequent and early playtesting is the method that we rely on for iterations of the design.
  22. Buzz playing We designed for a tutorial
  23. Do we need a demo here?
  24. Then, another group of students came in, and made a game based off that one single mechanic of proximity based interaction, and made a game of it.
  25. The current version of NerdHerder has a completely different game mechanic. We started with the pushing mechanic inherited from the pervious game. In the playtesting, we soon found that it has two problems, lack of feedbacks and difficult to control the nerds’ movements. Then we tried to add push and pull mechanic ->Teleported boss; eventually we decide to strap things We followed the fast iteration loop to make design decisions