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The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface
2
Why This Article?
NGMO! 차세대 모바일 시나리오를 찾아서…!
-> 최신 기술이 실제 생활에 어떻게 적용되고 있는지 알아보자.
• 미래의 생활 트렌드를 예측하려면
• 어느정도 미래에 근접한 곳에서 시작해야 할 텐데,
• 나는 과연 트렌드의 최신을 달리고 있는가?
Future
Overview
Augmented Climbing Wall (ACW)
1. What are the opportunities and challenges of augmenting a sport with interactive technology?
2. How does interactive technology change a sport?
->what ways can technology affect climbing or watching someone else climb?
1. Install in a commercial climbing center for 4 months - hundreds of climbers used
2. 3 User studies (N= 50, 10, 10) - observation, interview
3. Game logs analysis
Design
Test
Find
Spark game
Route creation
Whack-a-Bat
3
4
Augmented Climbing Wall (ACW)
Design
Climbing Wall + Tags Climbing Wall + Computer Vision
(kinect V2, projector)
Spark game
Route creation
Whack-a-Bat
+ Interactive Applications
5
Interactive Application
Spark game (game)
• Start button -> … -> End button
• avoiding moving electricity lines
• intersecting a line -> fail (flashes and sound) -> burn mark silhouette
• "familiar and motivating aspects of climbing"
- Clear start and end
- Can be planned beforehand
- Predesigned route
6
Route creation (game level editor)
• touch screen interface
• screen touch -> add and remove holds, add an arc between holds.
• "Sociality"
- climbers can vote for route and add comments (rating)
- rating, grades, times climbed
Interactive Application
7
Whack-a-Bat (game)
• Touch a bat!
• bats flies to a random location, never overlap the climber’s body
• higher the level, more bats
• "Visual design"
Interactive Application
- bats : easy to track and catch the changing
- circular beacons : broadcast bats location
8
Study 1 : Spark game questionnaire
• Printed questionnaires at the climbing center
• 50 climbers responded (29 male, 19 female, 2 other. Climbing experience median 2 years )
• What did you like the least & most?
Differences to regular climbing & spectating climbing
Sustainability / Benefits for climbing practice
User Study
9
Study 1 : Spark game questionnaire
• Printed questionnaires at the climbing center
• 50 climbers (29 male, 19 female, 2 other. Climbing experience median 2 years )
User Study
10
Study 2 : Deploying Whack-a-bat and route creation
• installed the applications 4 weeks before the end of the study
• same questionnaires
• 10 climbers responded
User Study
11
Study 3 : Improving spatial perception in Whack-a-Bat
• circular beacon : designed to improve the spatial perception
• 10 users played the game with and without the beacons.
• rate the difficulty of knowing where the bat is - 1~7 points (very easy ~ very difficult)
User Study
12
Game logs
• game usage data - overall, per application
• large gap : projector malfunction
• difficulty in statistical analysis - daily climber number, device running time, staff mistake
Log Analysis
13
Opportunity
1)Increasing movement diversity and accessibility
2)Enabling user-generated content in sports
3)Enabling procedural content in sports
Discussion
especially, in Spark game
- interesting and enjoyable + "creative variation of movement"
- target : the top of the wall -> anywhere
- obstacles : new challenges for spatial perception and planning
- timing challenges : quick decision making
Route creation
- create and share content
- easy to create and safe to edit the routes
Whack-a-bat
- augmented digital content layer - adding bats
- suitable for motivating endurance training
14
Challenge
1)Understanding Proximity Interaction on Large Interactive Surfaces
2)Preventing Cheating
3)Robustness and adaptivity to real-life conditions
Discussion
- interact and see only a portion of the wall
- cannot step back to view the whole
- implausible high score on leaderboards! -> cheating (use two player)
- leaderboard : adding extrinsic goals and motivation
- gym environment : dust and vibration
15
AR/VR on Sports and Arts
감사합니다.

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The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface

  • 2. 2 Why This Article? NGMO! 차세대 모바일 시나리오를 찾아서…! -> 최신 기술이 실제 생활에 어떻게 적용되고 있는지 알아보자. • 미래의 생활 트렌드를 예측하려면 • 어느정도 미래에 근접한 곳에서 시작해야 할 텐데, • 나는 과연 트렌드의 최신을 달리고 있는가? Future
  • 3. Overview Augmented Climbing Wall (ACW) 1. What are the opportunities and challenges of augmenting a sport with interactive technology? 2. How does interactive technology change a sport? ->what ways can technology affect climbing or watching someone else climb? 1. Install in a commercial climbing center for 4 months - hundreds of climbers used 2. 3 User studies (N= 50, 10, 10) - observation, interview 3. Game logs analysis Design Test Find Spark game Route creation Whack-a-Bat 3
  • 4. 4 Augmented Climbing Wall (ACW) Design Climbing Wall + Tags Climbing Wall + Computer Vision (kinect V2, projector) Spark game Route creation Whack-a-Bat + Interactive Applications
  • 5. 5 Interactive Application Spark game (game) • Start button -> … -> End button • avoiding moving electricity lines • intersecting a line -> fail (flashes and sound) -> burn mark silhouette • "familiar and motivating aspects of climbing" - Clear start and end - Can be planned beforehand - Predesigned route
  • 6. 6 Route creation (game level editor) • touch screen interface • screen touch -> add and remove holds, add an arc between holds. • "Sociality" - climbers can vote for route and add comments (rating) - rating, grades, times climbed Interactive Application
  • 7. 7 Whack-a-Bat (game) • Touch a bat! • bats flies to a random location, never overlap the climber’s body • higher the level, more bats • "Visual design" Interactive Application - bats : easy to track and catch the changing - circular beacons : broadcast bats location
  • 8. 8 Study 1 : Spark game questionnaire • Printed questionnaires at the climbing center • 50 climbers responded (29 male, 19 female, 2 other. Climbing experience median 2 years ) • What did you like the least & most? Differences to regular climbing & spectating climbing Sustainability / Benefits for climbing practice User Study
  • 9. 9 Study 1 : Spark game questionnaire • Printed questionnaires at the climbing center • 50 climbers (29 male, 19 female, 2 other. Climbing experience median 2 years ) User Study
  • 10. 10 Study 2 : Deploying Whack-a-bat and route creation • installed the applications 4 weeks before the end of the study • same questionnaires • 10 climbers responded User Study
  • 11. 11 Study 3 : Improving spatial perception in Whack-a-Bat • circular beacon : designed to improve the spatial perception • 10 users played the game with and without the beacons. • rate the difficulty of knowing where the bat is - 1~7 points (very easy ~ very difficult) User Study
  • 12. 12 Game logs • game usage data - overall, per application • large gap : projector malfunction • difficulty in statistical analysis - daily climber number, device running time, staff mistake Log Analysis
  • 13. 13 Opportunity 1)Increasing movement diversity and accessibility 2)Enabling user-generated content in sports 3)Enabling procedural content in sports Discussion especially, in Spark game - interesting and enjoyable + "creative variation of movement" - target : the top of the wall -> anywhere - obstacles : new challenges for spatial perception and planning - timing challenges : quick decision making Route creation - create and share content - easy to create and safe to edit the routes Whack-a-bat - augmented digital content layer - adding bats - suitable for motivating endurance training
  • 14. 14 Challenge 1)Understanding Proximity Interaction on Large Interactive Surfaces 2)Preventing Cheating 3)Robustness and adaptivity to real-life conditions Discussion - interact and see only a portion of the wall - cannot step back to view the whole - implausible high score on leaderboards! -> cheating (use two player) - leaderboard : adding extrinsic goals and motivation - gym environment : dust and vibration
  • 15. 15 AR/VR on Sports and Arts

Editor's Notes

  • #2: 자가 기록 또는 평가를 통해 통증의 심각성을 어떻게 평가하는지에 대한 아티클
  • #4: 스포츠에 증강현실 기술을 적용하고 인터렉티브 테크놀로지를 구현을 했을 때 어떤 기회와, 챌린지가 있는지, 인터렉티브 테크놀로지가 스포츠를 어떻게 변화 시키는지 -> 클라이밍을 하는 사람, 보는 사람에게 어떤 영향
  • #6: 2. 루트를 보고 미리 계획을 할 수 있다. 3.-> 각 루트가 미리 디자인 되어있다 <- 사용자 마음대로 만드는 것이 아니다. 여러 클라이머가 공유하는 루트, 연습, 학습
  • #7: 원래는 클라이밍을 할 때 자동으로 인식해서 루트를 만들려고 -> 홀드 인식의 어려움 (기술적, 몸에 가려지는) / 수정이 불가능 -> implemented the touchscreen editor.
  • #10: 무빙 라인에 대한 조언