Augmented Reality in a Monopoly-type Game
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1 Augmented Reality in a Monopoly-type Game 1 Wen Huei Chou, 2 Chaio Yu Chen, 3 Yu Bei Lai * 1 National Yunlin University of Science and Technology, [email protected] 2 National Yunlin University of Science and Technology, [email protected] 3 National Yunlin University of Science and Technology, [email protected] Abstract A multi-player board game is designed using augmented reality technology in the cultural context of Taiwan. The game design concept, implementation issues, the game s physical setting and user interfaces are discussed. The visual interface breaks through the 2D paperbased sensations of traditional board games, making extensive use of 3D models plus an interactive interface to allow the user to experience the game more deeply while preserving the advantages of multiplayer direct interaction of table top games. The Monopoly game format is redesigned around a theme related to traditional Taiwanese snack foods and the places and local cultures for which they are famous, making the game a window on Taiwan s cultural and culinary diversity and giving players the chance to experience the cultural richness and style of Taiwan through the game. Keywords: Monopoly Game, Augmented Reality, Taiwanese Snack Foods, Interactive Design 1. Introduction The concept of applying Augmented Reality (AR) to games was first raised by Ohshima, Satoh, Yamamoto, and Tamura [1] and Govil, You, and Neumann [2], since then, several different types of AR games have been proposed. AR research [3] [4] [5] focuses on linking digital information to physical objects and places (indoor and outdoor) by extending IT capabilities beyond the traditional computer to embed them seamlessly in the everyday physical environment in which we live and work. At the same time, game playing habits have changed significantly over the past few decades [6] [7], moving from board games to standalone computer games to gaming on mobile devices and other types of games involving pervasive computing. Habits of social interaction have likewise changed from the intimate group experience inherent in board games to the solitary computer game experience at arcades or at home, and now to the hybrid solitary-virtual group experience provided by multiplayer Internetbased games or mobile multiplayer games [8]. Casual games are easier to develop within the usual workflow of AR prototyping, with most prototypes illustrating new software or technological applications [9] [10] [11]. AR interfaces also provide easy access to software applications for people who are unfamiliar with conventional mouse and keyboard controls, operating systems or the Internet [12][13]. Augmented Reality input and feedback devices offer additional options to design physical and social interaction in games, and allow players to move around in the real world and interact with other participants [9]. AR games create a two layer environment for casual social interaction, making them an ideal venue in which to meet people, engage in leisurely conversation and create contacts. Participants can communicate with others while slowly learning about the game. They can start out by watching a game in progress, experiment with moving objects while in spectator mode and ultimately take an active role in the activity. Secondly, decisions made by game participants must account for the emotional state of the other players (e.g., happiness, anger, trust, etc.). If a game is designed to provoke an emotional response in the players, other players must take account of the impact these emotions will have on the game play, giving the game a higher social weighting. Currently, the board game Monopoly is produced in many editions featuring different themes, but the game itself has developed to a point where there is hardly any variation in game play. This study aims to use augmented reality technology to increase the interactivity of Monopoly-style board games, creating a breakthrough in the game s visual experience and providing players with a more profound situational experience. International Journal of Advancements in Computing Technology(IJACT) Volume4, Number23,December 2012 doi: /ijact.vol4.issue
2 This study integrates research on augmented reality, contextual learning theory, local customs in Taiwan, and anthropological visual theory to add an augmented reality experience to the well-known board game Monopoly. We enhance interface design to improve the game while still preserving the unique characteristics which have made it so popular among players of all ages. This project is aimed less at integrating difficult technical research, and more at creating fun and creative cross-disciplinary applications through the practical implementation of cultural and creative design. 2. Cultural Context- Taiwan s Unique Snack Food Culture Taiwan s Council for Economic Planning is actively promoting the Taiwan International Food Action Plan to promote Taiwanese cuisine around the world. According to statistics published by Taiwan s tourism bureau, cuisine is one of the prime attractions bringing overseas visitors to the island. The augmented reality board game developed in this research takes Taiwanese snack foods as its unifying theme, and is designed as a way to help players develop an understanding of the cultural richness of Taiwanese snack foods. The rules of Monopoly are easy to understand, and the game is popular with both adults and children. Players split up the game money, navigate a map on the board using dice, employ trading strategies to buy properties, and then construct buildings to earn rent. Many different versions of Monopoly are sold in Taiwan, introducing people in Taiwan to countries around the world. During game play, players encounter different types of situations which help them to better understand the culture and customs of various countries. Taiwan s food culture in inextricably tied to the lives of the island s people and reflects regional cultural and historical diversity. Taiwan s history of colonization has left it with a diverse ethnic mix of indigenous peoples, Minnan, Hakka, and other immigrants from mainland China, and this multicultural mix is reflected in Taiwan s cuisine. In this study, a scenario-based interactive game takes Taiwanese snack foods as its theme, using augmented reality technology and digital media to present the cultural breadth associated with Taiwan s snack foods, allowing the player to learn about the variety of these snack foods, along with their historical and cultural associations. This project combines situational concepts with augmented reality technology, using digital audio, video and animation to create a Monopoly-style board game centered around Taiwanese snack foods. Game learning environments are used to educate players about the cultural and historical associations of Taiwanese snack foods, thus achieving cultural recognition and exchange. The culture of Taiwanese snack foods is closely related to people s everyday lives, and reflects the island s diverse local customs and history. We sourced snack-related information from print media (newspapers and magazines), broadcast media (television and radio) and Internet-based media for 15 districts: Keelung, Taipei, Taoyuan, Hsinchu, Miaoli, Taichung, Changhua, Nantou, Yunlin, Chiayi, Tainan, Kaohsiung, Pingtung, Taitung, Hualien and Ilan. This information was used to create visual references reflecting the characteristics of the various snacks. These visual references were then used as features in the game (Table 1). We based the interactive game on the classic version of Monopoly, using cards with vivid depictions of Taiwanese snack food. Each of the various snack foods is associated with a particular Snack Booth card, each bearing a unique pattern which can be read to trigger a 3D rendition of the snack. In the game, the player rolls the dice to move his token to a given snack booth. He can then choose to buy the snack booth and take the corresponding snack booth card. The player then uses the image on the card to trigger 3D video in the AR goggles, thus giving the player more complete information about the associated snack food. When a player lands on any of Temple, Harbor, Old Street, or Night Market spaces, he must take a Snack University question card. Correctly answering the question about Taiwanese snack foods earns the player a reward and enhances his competitive position in the game. 593
3 Table 1: Examples of 2D cards representing Taiwanese snack foods, AR readable card, and 3D snack models Local snack foods 2D AR readable card 3D Keelung Din Bian Tsou Taipei Chiufen Tapioca Tamsui Iron eggs Taichung Pearl tea Nantou Bamboo rice Tainan Coffin plank Tainan Stinky tofu 594
4 3. Design Issues for AR board games The game uses dynamic 3D visuals to introduce local snack food culture to an international audience. Players scan the interactive snack stall cards with a webcam to access a visual introduction to each type of snack food (Fig. 1). The Snack University tests players on their knowledge of Taiwan snack foods, adding an element of challenge. A map of Taiwan is adapted to the Monopoly format, guiding players on a meandering journey through the island (as opposed to the square format of conventional Monopoly), integrating conventional dice-driven game play with AR markers (Fig. 2). Augmented reality is integrated into the game via ARToolKit NFT technology which uses computer graphics techniques to determine the relative positions of AR markers by webcam. Also, by providing fast and accurate marker tracing, ARToolKit allows developers to rapidly develop interesting AR applications. Flartoolkit can then be used to publish the augmented reality designs online, thus making it easily available to online audiences. The application can then be embedded in html frames for use on Facebook, thus dramatically expanding visibility and accessibility. Game play combines augmented reality with physical objects, including a map of Taiwan, role cards, snack stall cards, play money, Snack University question cards, prop cards, a Snack Bowl dice, 11 player tokens, and rice bowls tokens. These objects are further describes as follows: Map of Taiwan The map creates a path around Taiwan connecting different cities and counties, and guides the players through various areas famous for their local cuisines. In game play, players are asked various questions to test their knowledge of local snacks and culture. Figure 1. Pork knuckle rice rendered in 3D, triggered by the webcam reading the AR picture card. 595
5 Figure 2. Board game physical accessories. Role cards In the game, players assume various roles which determine the types of challenges faced and reward earned. Role cards are picked at random at the outset of game play, with each role conferring unique abilities. Snack stall cards Snack foods for the various locations are classified as belonging to one of three price levels. When a player lands on an unoccupied snack food square, he can buy the snack and take the square s ownership card. Other players landing on this square must then pay rent to the stall owner according to the price of the associated snack food. Play money Play money is distributed in denominations of $10, $50, $100 and $200. Snack University question cards When a player lands on the Temple, Harbor, Old Street or Night Market spaces, he must take a Snack University card and correctly answer a trivia question related to Taiwanese snack foods to earn a reward. Prop cards Once a player has earned a reward from the Snack Collection, on his next turn he can use a Prop card to stay on the same spot for another turn rather than rolling the dice. Snack Bowl When a player passes the starting point (i.e. Go ) he can take $200 or pay $400 to purchase a Snack Bowl card, each of which features a special ability and a score. Once the player has a Snack Bowl card, he can use the special ability in the remainder of the game. Player tokens Each player is represented on the board by a token. The tokens are color coded to represent various roles: red for gourmets, blue for foreigners, yellow for backpackers and green for gluttons. Rice bowl tokens When a player lands on a stall he already owns, he can upgrade the stall by buying up to three rice bowl tokens per property. Dice Players roll the dice to determine how many spaces to move during their turn, with the exception of backpackers and players using certain special abilities from a Snack Bowl card. 4. Application and comparison of AR technology This project focuses on the development of Augmented Reality using two software programs: ARToolKit and Flartookit. The differences in the resulting applications based on these two programs are then analyzed and compared. In testing and development, the ARToolKit environment requires the 596
6 use of several external software applications and requires an understanding of C/C++, making it relatively difficult to use. However, ARToolKit outperforms Flartoolkit in terms of visual effects, CPU loading and rendering time. ARToolKit can also simultaneously handle multiple 3D objects without latency. Tables 2 and 3 provide a clear comparison of the visual effects and computing efficiency of the two software packages. The augmented reality was developed in Flartoolkit, using Adobe Flash CS4 to compile Actionscript3.0 code. This approach was selected because Flash is easy to use, produces small files, interacts well with multimedia authoring software, and produces platform-agnostic objects which can be distributed on the web to make AR more easily accessible. AR frequently uses imported 3D objects, and the establishment of a 3D model should consider the number of model faces, visual effects, and computational efficiency. In designing the 3D model, one must first consider computational efficiency and the rendering of visual effects. ARToolKit provides better computation efficiency and visual effects, with little discernible difference between the visual effects rendered with high or low numbers of surfaces. The visual effects produced by Flartoolkit are poorer than those produced by ARToolkit, again with little () difference between effects rendered with high or low numbers of surfaces. Therefore, the 3D models were designed using lower numbers of surfaces to produce the final visual effects, thus achieving more stable performance during rendering. Table 2. 3D modeling for high and low surface numbers in ARToolKit. High surface numbers Low surface numbers, Visual outcome Visual outcome CPU usage CPU usage 597
7 Table 3. 3D modeling for high and low surface numbers in Flartoolkit. High surface numbers Visual outcome Low surface numbers Visual outcome CPU usage CPU usage 5. Conclusions This project integrated augmented reality (AR) into an adaptation of the Monopoly board game using physical props, online experiential platform design and online experiential platform stages to provide three types of information including video commentary, game introduction, and AR experience. This inclusion of AR adds a new compelling dimension to conventional board game play, making the game fresh, exciting and informative while still retaining the intimacy of face-to-face interpersonal interaction. The game takes traditional Taiwanese snack foods as its theme, providing entertainment suitable for people of all ages and introducing players to a rich cultural heritage. The production process encountered two key issues. First, the lighting of the board and the angle at which the picture card is held during recognition can affect recognition results. Therefore, the picture cards were integrated onto the back of the snack stall cards: when a player buys a snack stall and takes the corresponding card, the online platform reads the design on the back of the card to render a 3D model of the corresponding snack food. Second, the design and positioning of the picture card was a challenge. Originally, the picture card was designed to include a silhouette of the associated snack food, but too many items had similar silhouettes which led to recognition errors. Basing recognition on barcode like shapes reduced the rate of recognition errors. Also, the size of the game map placed restriction on the size of the picture cards. The augmented reality application level uses the picture card to trigger the 3D object and future improvements could include more diverse modes of interaction, including audio and animation to make this snack food version of Monopoly more unique. At the same time, as used in this project, the AR technology used allows a single picture card to only be associated with a single model. If reading the picture card could simultaneously play the snack food introduction or link to more snack-related information through the online platform, this would increase the richness of the AR display. We hope that future research into AR recognition will bring more breakthroughs. In addition, rendering the game s text descriptions in both Chinese and English would provide non-chinese speaking foreigners with a better understanding of important aspects of Taiwanese culture and promote Taiwanese snack food internationally. The main purpose of this study is to create innovative cultural applications through the low-cost, high-creative integration of existing technologies and knowledge. 598
8 6. References [1] Ohshima, T., Satoh, K., Yamamoto, H. and Tamura, H., AR2 Hockey: A case study of collaborative augmented reality, Proceedings of the VRAIS 98, pp , [2] Govil, A., You, S. and Neumann, U., A video-based augmented reality golf simulator, Proceedings of the 8th ACM international conference, pp , [3] Azuma, R. T.: A Survey of Augmented Reality, In Presence: Teleoperators and Virtual Environments, Vol. 6, No.4, pp , [4] Mackay, W.: Augmented Reality: Linking real and virtual worlds. A new paradigm for interacting with computers, In: Proceedings of AVI 98, ACM Conference on Advanced Visual Interfaces, ACM Press, New York, [5] Milgram, P. and Kishino, F.A., Taxonomy of Mixed Reality Visual Displays, Institute of Electronics, Information, and Communication Engineers Trans, Information and Systems (IECE special issue on networked reality), E77-D (12), pp , [6] Zagal, J. P.; Nussbaum, M. and Rosas, R. A: Model to Support the Design of Multiplayer Games, Presence, Vol.9, No.5, pp , [7] Simon, G., In-Situ 3D Sketching Using a Video Camera as an Interaction and Tracking Device, In 31st Annual Conference of the European Association for Computer Graphics - Eurographics 2010, Norrk oping Su`ede, [8] Andersen, Troels L., Kristensen, Sune, Nielsen, Bjørn W., and Grønbæk, Kaj, Designing an Augmented Reality Board Game with Children: the Battleboard 3D Experience, In Conference on Interaction Design and Children, New York, pp , [9] Weilguny, M. Design Aspects in Augmented Reality Games, Master Thesis, Digital Media, Upper Austria University of Applied Sciences Hagenberg, Austria, [10] Molla, E. and Lepetit, V, Augmented Reality for Board Games. In Proc. International Symposium on Mixed and Augmented Reality (ISMAR), pp 1 8,, [11] Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P, Damiani, E. and M. Ivkovic: Augmented reality technologies, systems and applications", Multimed Tools Appl, pp , [12] Sheng Xu, Yimin Chen, Deyi Ma, Chen Huang, Renmiao Lu, "Depth of Field Rendering based on the Improved Gaussian Blurring in Augmented Reality System", JDCTA, Vol. 6, No. 4, pp , [13] Chen Huang, Yimin Chen, Sheng Xu, Deyi Ma, Qiming Li, Congli Ye, "Research of Motion Blur in Optical See-through Augmented Reality System", JDCTA, Vol. 6, No. 13, pp ,
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