A Comparative Study of Two Marker-Based Mobile Augmented Reality Applications for Solving 3D Anamorphic Illusion Puzzles

Deborah Rose Buhion, Michaela Nicole Dizon, Thea Ellen Go, Kenneth Neil Oafallas, Patrick Jaspher Joya, Alexandra Cyrielle Mangune, Sean Paulo Nerie, N. P. Del Gallego
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Abstract

Anamorphic illusions are a class of optical illusions wherein objects are perspectively distorted in some way so that the object becomes recognizable when viewing them from a certain point of view or direction. We develop two marker-based mobile augmented reality applications to demonstrate 3D anamorphic illusions. We frame this as a puzzle-solving mechanic where users must align the anamorphic pieces through the movement of the device camera to form a distinguishable virtual model. The first AR proposed utilizes 2D printable markers (2D marker-based AR). In contrast, the second AR uses tabletop items as markers, such as cereal boxes, tin cans, action figures, and the like (3D marker-based AR). The AR applications differ regarding scene setup, user interactions, and examples of anamorphic illusions. We sliced public 3D models, and the corresponding slices were randomly distributed in a given virtual space, using a camera viewpoint where the model would become recognizable. Our proposed framework ensures that each playthrough provides a new anamorphic illusion. Early user testing results show that our 2D-marker-based AR application is more effective in showcasing anamorphic illusions.
两种基于标记的移动增强现实解决三维变形错觉难题的比较研究
变形错觉是一类视错觉,其中物体以某种方式被透视扭曲,以便从某个角度或方向观察时,物体变得可识别。我们开发了两个基于标记的移动增强现实应用程序来演示3D变形错觉。我们将其定义为一种解谜机制,用户必须通过设备摄像头的移动将变形碎片对齐,以形成可区分的虚拟模型。提出的第一种AR利用2D可打印标记(基于2D标记的AR)。相比之下,第二种AR使用桌面物品作为标记,例如麦片盒、锡罐、动作人物等(基于3D标记的AR)。AR应用程序在场景设置、用户交互和变形错觉示例方面有所不同。我们对公共3D模型进行切片,并将相应的切片随机分布在给定的虚拟空间中,使用相机视点使模型变得可识别。我们提出的框架确保每个游戏过程提供一个新的变形幻觉。早期用户测试结果表明,我们基于2d标记的AR应用程序在展示变形错觉方面更有效。
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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