Introduction
Through their unique combination of visual, narrative, auditory, and interactive elements, video games provide an engaging medium of expression within our society. The proliferation of mobile devices that combine computation and graphics processing with video and GPS sensors holds great potential to enhance gaming.
Furthermore, Augmented Reality (AR) holds unique and promising potential to bridge between real-world activities and digital experiences, allowing users to engage their imagination and boost their creativity. Location-aware AR applications extend past our televisions, weaving the magic of gameplay into cultural locations such as the cities in which we live. In this way, games become an augmented version of real settings, bridging between imaginative worlds and the reality around us.
Topics
Augmented Creativity
We propose the concept of Augmented Creativity as employing Augmented Reality on modern mobile devices to enhance real-world creative activities, support education, and open new interaction possibilities. We present nine prototype applications in the domains of seeing, hearing, strategizing, exploring, imagining, and learning, that explore and develop Augmented Creativity in different ways, cultivating creativity through AR interactivity.
Computer-Assisted Story Authoring
The creation of non-linear and interactive stories can be a complex, expensive and error prone task. Our aim is to leverage computer-assistance to support the creation of story worlds as well as interactive stories that happen within those story worlds. Computer assistance is enabled through specification of story domain knowledge, which encodes the semantics of the story world and enables the computer to reason about it.
City-Wide AR Gaming
We explore location-based game concepts that encourage real-world interactions and gamify daily commuting activities.
Augmented Reality (AR) holds the potential to provide a novel interaction at city-wide scales. By overlaying interactive elements on top of the rich existing structure of buildings, parks, and roads, novel virtual environments and innovative experiences can be created. In our immersive, pervasive AR trading game called Gnome Trader the player engages with the game by physically traveling to predefined locations in the city and trading resources with virtual gnomes. Our city-wide treasure hunting framework aids developers building city-wide AR scavenger hunt games.
HeapCraft
HeapCraft is an open-source suite of interactive data exploration and visualization tools that allow researchers, server administrators, and game designers to analyze and potentially influence player behavior in Minecraft. Our framework includes a telemetry system, several tools for visualizing and representing the collected data, and tools for modifying the game experience in controlled ways.
Publications
2021
D. Borer, N. Isik, J. Buhmann, M. Guay
Augmenting Cats and Dogs
Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) (Virtual, February 8-10, 2021), pp. 122-132
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2018
L. Casas*, L. Ciccone*, G. Cimen, P. Wiedemann, M. Fauconneau, R. W. Sumner, K. Mitchell
Multi-Reality Games: an Experience Across the Entire Reality-Virtuality Continuum
Proceedings of the 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry (Tokyo, Japan, December 2-3, 2018), pp. 18:1--18:4
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2016
S. Poulakos, M. Kapadia, G. M. Maiga, F. Zünd, M. Gross, R. W. Sumner
Evaluating Accessible Graphical Interfaces for Building Story Worlds
Interactive Storytelling: 9th International Conference on Interactive Digital Storytelling, ICIDS 2016 (Los Angeles, CA, USA, November 15-18, 2016), pp. 184-196
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F. Zünd, M. Tschanen, M. Lancelle, M. Olivares, M. Ryffel, A. Marra, M. Bombsch, M. Gross, R. Sumner
Gnome Trader: A Location-Based Augmented Reality Trading Game
Proceedings of the 9th International Conference on Game and Entertainment Technologies (GET) (Madeira, Portugal, July 1-4, 2016), pp. 117--124
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2015
S. Müller, B. Solenthaler, M. Kapadia, S. Frey, S. Klingler, R. P. Mann, R. W. Sumner, M. Gross
HeapCraft: Interactive Data Exploration and Visualization Tools for Understanding and Infuencing Player Behavior in Minecraft
Motion in Games (Paris, France, November 16-18, 2015), pp. 237-241
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S. Müller, S. Frey, M. Kapadia, S. Klingler, R. P. Mann, B. Solenthaler, R. W. Sumner, M. Gross
HEAPCRAFT: Quantifying and Predicting Collaboration in Minecraft
Artificial Intelligence and Interactive Digital Entertainment (Santa Cruz, USA,, November 14-18, 2015), pp. 156-162
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S. Müller, M. Kapadia, S. Frey, S. Klingler, R. Mann, B. Solenthaler, R. W. Sumner, M. Gross
HeapCraft Social Tools: Understanding and Improving Player Collaboration in Minecraft
Poster Proceedings of Foundation of Digital Games (Pacific Grove, CA , USA, June 21-25, 2015), pp.
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F. Zünd, M. Ryffel, S. Magnenat, A. Marra, M. Nitti, M. Kapadia, G. Noris, K. Mitchell, M. Gross, R. W. Sumner
Augmented Creativity: Bridging the real and virtual worlds to enhance creative play
SIGGRAPH Asia 2015 Symposium on Mobile Graphics and Interactive (Kobe, Japan, November 2-5, 2015), pp. 21:1--21:7
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F. Zünd, P. Bérard, A. Chapiro, S. Schmid, M. Ryffel, M. Gross, A. H. Bermano, R. W. Sumner
Unfolding the 8-Bit Era
Proceedings of the 12th European Conference on Visual Media Production (London, United Kingdom, November 24-25, 2015), pp. 9:1--9:10
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S. Magnenat, D. T. Ngo, F. Zünd, M. Ryffel, G. Noris, G. Rothlin, A. Marra, M. Nitti, P. Fua, M. Gross, R. W. Sumner
Live Texturing of Augmented Reality Characters from Colored Drawings
14th IEEE International Symposium on Mixed and Augmented Reality (ISMAR) (Fukuoka, Japan, September 29 - October 3, 2015), pp. 1201-1210
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M. Kapadia, F. Zünd, J. Falk, M. Marti, R. Sumner, M. Gross
Evaluating the Authoring Complexity of Interactive Narratives with Interactive Behaviour Trees
Proceedings of Foundations of Digital Games (Pacific Grove, CA, USA, June 22-25, 2015), pp.
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S. Muller, M. Kapadia, S. Frey, S. Klingler, R. P. Mann, B. Solenthaler, R. W. Sumner, M. Gross
Statistical Analysis of Player Behavior in Minecraft
FDG (Pacific Grove, CA , USA, June 21-25, 2015), pp.
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M. Kapadia, J. Falk, F. Zünd, M. Marti, R. Sumner, M. Gross
Computer-Assisted Authoring of Interactive Narratives
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games (San Francisco, CA, USA, February 27 - March 1, 2015), pp. 85-92
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2012
T. Oskam, A. Hornung, R. Sumner, M. Gross
Fast and Stable Color Balancing for Images and Augmented Reality
3D Imaging, Modeling, Processing, Visualization and Transmission (3DIMPVT) (Zurich, Switzerland, October 13-15, 2012), pp. 49 - 56
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