The latest hardware available for creating playable augmented reality games is too expensive to be used in consumer-level products at the current time. Low-end hardware exists that is much cheaper, but the performance of these hardware components seems to be inadequate for use in AR games in their current state. This paper discusses the hardware options available for a consumer level AR gaming system, as well as the rationale behind selecting an appropriate sensor technology, head mounted displays, power sources, and controllers. We also outline the limitations presented by these hardware components and how they affect the possible game play. This paper presents a novel set of game design techniques and software solutions to overcome many of the hardware's limitations, and allows for games to be created that do not require more expensive high-end hardware platforms.
|Cite as: Avery, B., Thomas, B.H., Velikovsky, J. and Piekarski, W. (2005). Outdoor Augmented Reality Gaming on Five Dollars a Day. In Proc. Sixth Australasian User Interface Conference (AUIC2005), Newcastle, Australia. CRPIT, 40. Billinghurst, M. and Cockburn, A., Eds. ACS. 79-88. |
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