Behind The Game: Implicit Spatio-Temporal Intervention in Inter-personal Remote Physical Interactions on Playing Air Hockey

Azumi Maekawa, Hiroto Saito, Narin Okazaki, Shunichi Kasahara, M. Inami
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引用次数: 2

Abstract

When playing inter-personal sports games remotely, the time lag between user actions and feedback decreases the user’s performance and sense of agency. While computational assistance can improve performance, naive intervention independent of the context also compromises the user’s sense of agency. We propose a context-aware assistance method that retrieves both user performance and sense of agency, and we demonstrate the method using air hockey (a two-dimensional physical game) as a testbed. Our system includes a 2D plotter-like machine that controls the striker on half of the table surface, and a web application interface that enables manipulation of the striker from a remote location. Using our system, a remote player can play against a physical opponent from anywhere through a web browser. We designed the striker control assistance based on the context by computationally predicting the puck’s trajectory using a real-time captured video image. With this assistance, the remote player exhibits an improved performance without compromising their sense of agency, and both players can experience the excitement of the game.
游戏背后:空气曲棍球运动中人际远程身体互动的内隐时空干预
当远程玩人际体育游戏时,用户动作和反馈之间的时间滞后会降低用户的表现和代理感。虽然计算辅助可以提高性能,但独立于上下文的天真干预也会损害用户的代理感。我们提出了一种上下文感知辅助方法,检索用户性能和代理感,并使用空气曲棍球(二维物理游戏)作为测试平台演示了该方法。我们的系统包括一个类似2D绘图仪的机器,它可以控制桌子表面的一半,以及一个web应用程序界面,可以从远程位置操纵划线器。使用我们的系统,远程玩家可以通过网络浏览器从任何地方与物理对手进行比赛。我们利用实时捕获的视频图像,通过计算预测冰球的运动轨迹,设计了基于上下文的前锋控制辅助系统。有了这种帮助,远程玩家在不影响他们的代理感的情况下表现出更好的表现,并且两个玩家都可以体验到游戏的兴奋感。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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