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
{"title":"A Comparative Study of Two Marker-Based Mobile Augmented Reality Applications for Solving 3D Anamorphic Illusion Puzzles","authors":"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","doi":"10.1145/3574131.3574443","DOIUrl":null,"url":null,"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.","PeriodicalId":111802,"journal":{"name":"Proceedings of the 18th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"24 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 18th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3574131.3574443","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.