Shane’s week 8 summaries

Pre-Patterns:

This is a design paper written about some design patterns for AR application mostly games in this case.  It covers nine patterns discovered over the production of several projects and games.  The first pattern they cover is device metaphors which is essentially using the software to emulate a common device that people already know how to interact allowing them to use that foreknowledge to interact with the system.  Control mapping is designing the controls to take advantages with interactions with device itself or the surrounding world.  The next pattern is deals with how the system deals with seams in the technology or areas with the technology breaks down like loss of tracking because of distance or etc…  The device should inform the user in a while that stresses the importance of the breakage or be designed where there are certain times where the technology uses less physical resources and transitions smoothly into and out of those modes.  World consistency is a reflection on how AR essentially creates a hybrid space part real and part virtual where you can choose to incorporate or replace elements from the physical world.  Landmarks is all about adding points of references that the player can use to gain a sense of reference.   Personal presence is how attached the player feels in the game, which can be increased by creating different interactions that directly deal with the user.  Living creatures covers the benefits of artificial lifeforms.  Body constraints deals with the actual limiting constants of a player to play the game.   Hidden Information is the inclusion of elements of subtle or hidden information seen in real life games like Poker , and Mafia.

Task Gallery:

The task gallery is a 3-D replacement for the traditional “Desktop” style window manager.   It is aimed at improving on the management of tasks and the comparison of windows over the normal 2D “desktop” style window manager.  The user interface was designed to be usable by people who are unfamiliar with 3D technology.  The display is based on an art gallery where the virtual rooms are empty and all of the content is displayed on the surfaces of the room including the ceiling and floor.  Users and move back forth between rooms which are just lade out to form a line.  The linear order of rooms allows for easy navigation with out getting lost.  The user is allowed to place any open window on the surfaces of any room.  The user can click on any window to bring it to the forefront.  There are tool boxes that hang on outside the room.  The task placement systems leverages that humans have a very good spacial memory allowing users to accurately remember where they placed any given task.  The users are also allowed to arbitrarily sort and order the content in any way that makes sense to them further increasing the relative order and ease of access.  The system also uses 3D transformation to display large numbers of windows together without cropping the windows and hiding part of the previously displayed content.

Comments are closed.