Cube2Pipes : Investigating Hybrid Gameplay Using AR and a Tangible 3D Puzzle

Fuente: arXiv
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Autores principales: Bhattacharjee, Sukanya, Chaudhuri, Parag
Formato: Preprint
Publicado: 2024
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author Bhattacharjee, Sukanya
Chaudhuri, Parag
author_facet Bhattacharjee, Sukanya
Chaudhuri, Parag
contents We present our game, Cube2Pipes, as an attempt to investigate a unique gameplay design where we use a tangible 3D spatial puzzle, in the form of a 2X2 Rubik's Cube, as an interface to a tabletop mobile augmented reality (AR) game. The game interface adapts to user movement and interaction with both virtual and tangible elements via computer vision based tracking. This game can be seen as an instance of generic interactive hybrid systems as it involves interaction with both virtual and real, tangible elements. We present a thorough user evaluation about various aspects of the gameplay in order to answer the question as to whether hybrid gameplay involving both real and virtual interfaces and elements is more captivating and preferred by users, than standard (baseline) gameplay with only virtual elements. We use multiple industry standard user study questionnaires to try and answer this question. We also try to determine whether the game facilitates understanding of the spatial moves required to solve a Rubik's Cube, and the efficacy of a tangible puzzle interface to a tabletop AR game.
format Preprint
id arxiv_https___arxiv_org_abs_2407_12786
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Cube2Pipes : Investigating Hybrid Gameplay Using AR and a Tangible 3D Puzzle
Bhattacharjee, Sukanya
Chaudhuri, Parag
Human-Computer Interaction
Graphics
We present our game, Cube2Pipes, as an attempt to investigate a unique gameplay design where we use a tangible 3D spatial puzzle, in the form of a 2X2 Rubik's Cube, as an interface to a tabletop mobile augmented reality (AR) game. The game interface adapts to user movement and interaction with both virtual and tangible elements via computer vision based tracking. This game can be seen as an instance of generic interactive hybrid systems as it involves interaction with both virtual and real, tangible elements. We present a thorough user evaluation about various aspects of the gameplay in order to answer the question as to whether hybrid gameplay involving both real and virtual interfaces and elements is more captivating and preferred by users, than standard (baseline) gameplay with only virtual elements. We use multiple industry standard user study questionnaires to try and answer this question. We also try to determine whether the game facilitates understanding of the spatial moves required to solve a Rubik's Cube, and the efficacy of a tangible puzzle interface to a tabletop AR game.
title Cube2Pipes : Investigating Hybrid Gameplay Using AR and a Tangible 3D Puzzle
topic Human-Computer Interaction
Graphics
url https://arxiv.org/abs/2407.12786