Abstract

With the rapidly growing interest in AR, grows the motivation to overcome some of the problems facing the implementations of the technology. The main challenge encountered in the building of large-scale mixed reality AR games is the uniqueness of the spatial settings in which the game will be experienced by the user. Game designers will require data of the spatial settings to determine game object placement, events and narrative flow. The problem arises because the designers are not aware of the physical environment in which the game will be played. In our research, we address this problem and take an approach to solving it by using Space Syntax techniques. We demonstrate the use of this technique, using a proof-of-concept game called Adventure AR.

Highlights

  • With no prior knowledge of the physical spaces in which the game will be experienced, a mechanism is needed, to allow level design to adapt to different physical environments

  • The main challenge encountered in the building of large-scale mixed reality AR games is the uniqueness of the spatial settings in which the game will be experienced by the user

  • We developed a proof-of-concept game called Adventure AR to explain how the Space Syntax data is implemented to determine the placement of spawning game objects

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Summary

Introduction

With no prior knowledge of the physical spaces in which the game will be experienced, a mechanism is needed, to allow level design to adapt to different physical environments. Our research seeks to use Space Syntax analysis to define the spatial structure of the area in which the game will be played and use the results to place game assets according to the design of the environment. In this paper we will focus on acquiring and encoding the Space Syntax data that includes the connectivity, visual complexity, and openness graphs. Using this data and a 2D/3D model of the floor or region the game will be played in, we will develop a RGBA bitmap representing Space Syntax values. The retrieved data for the spatial attributes (Visual Complexity, Openness, connectivity) can be displayed on the Heads-up-display (HUD)

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