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LYCEUM OF ALABANG

Km. 30 National Road, Tunasan, Muntinlupa City

THE DEVELOPMENT OF FIRST PERSON ROBOT


SHOOTING ANDROID GAME USING AUGMENTED
REALITY TECHNOLOGY

Researchers:

ALVAREZ, JOEY
REYES, JOWELL
HOMO, JUSTINE

BSIT 42E2

A Project Presented to the Faculty of the College of Computer Studies and Engineering

in partial fulfillment of the requirement for the Degree of

BACHELOR OF SCIENCE IN INFORMATION TECHNOLOGY

January 2017
Chapter I

INTRODUCTION

The Increasing use of Technology in all aspects of society makes creative and productive

use of Information and Communication Technology an essential skill for life. ICT is not only a

mastery of technical skills and techniques. It Also facilitates the understanding of these skills in

learning, everyday life and employment.

These days on of the most important devices we can use to help with our life are

smartphone. There is so much that we can do with a smartphone and so many different ways in

which they play a key role in our life. In today's society, it's hard to imagine going a day without

our phones. While we have the world virtually at our fingertips, our smartphones are no longer

just a means of communication they are also a means of entertainment. Smartphones and

tablets have transformed the way in which we play a game. No longer do people need to be in

front of their PC or gaming consoles. Using a smartphone we can access the app store and get

hold of almost any game available.

This android robot shooting game is a combination of First Person perspective and

Augmented Reality Technology. It benefits a new game experience to bring enjoyment and

entertainment to the players using android devices.


Project Context

Gaming is one of the most popular computer activities. New technologies are constantly

arriving to make it possible to develop better and more powerful games that can be run in any

standards-compliant. One of the most exciting technologies that has surfaced on the market and

is gaining momentum, augmented reality (AR) provides an excellent way for adding extra

interactivity to your app. Leverage the power of mobile devices in-built capabilities camera,

accelerometer, GPS, and solid state compass to transform users environment by using digital

content and object overlays on top of real things. Incorporated in mobile games, AR enables a

unique player perspective, provides loads of options for extending a gameplay, and the

convenience of direct interaction with the imagery world as opposed to using a console or a

keyboard.

The scope of the game is having the First Person Shooting Game (allows the player to

experience the game from a first-person perspective) with Augmented Reality Technology (a

live direct or indirect view of a physical; real-world environment whose elements are augmented

(or supplemented) by computer generated sensory input such as sound, video, graphics or GPS

data. It is related to a more general concept called mediated reality, in which a view of a reality is

modified by a computer. As a result, the technology functions is enhancing by ones current

perception of reality by contrast, virtual reality replaces the real world with a simulated one) for

the gameplay. Using these, researchers would make a new game that could give mobile gamers

new experience in FPS combing Augmented Reality.

Gamers - We cant deny that every year theres a big change in our technology and

gaming industry as well. There might be different genre in games but they are completely the
same in term of gaming. Technologies are evolving so that we need to go with the flow to adapt

the changes.

Gamers these days are tired of playing the same game every day even if its bringing back

some old memories of playing. So, some researchers/game analyst invented a new way of

gaming making it possible to play in a new game experience where the gamers would be

satisfied.

Purpose and Description

The First-Person Robot Shooting Android Game using Augmented Reality is a FPS

where it merges the concept of First Person Shooting game and Augmented where you play as

the main character and the UI is the view of your arm and firearms only, and in the part of

Augmented Reality. It merges the Reality and Virtual Reality by the means of the reference

object (Paper cardboard) allowing you to see both by the use of camera where is provided when

you play the game.


Objectives

General Objective

The general objective is to develop a First - Person robot shooting android

game to bring new game experience to the players using Augmented Reality

Technology.

Specific Objectives

To create a game that will change the perspective of the user or gamers

games making them experience a new level of gaming experience.

Keep the user interested playing a first person perspective game and with

good gameplay mechanics.

To determine users interest for playing the game fighting with enemies in

every each stages.

Scope and Limitations

Scope

The First Person Robot Shooting Android Game features the First Person

shooting perspective and Augmented Reality Technology. It requires a reference type object

paper (provided by the researchers and it includes in downloading) for augmentation of the game

stage. It has a splash screen for loading the game, degree of difficulties, 10 different stages that

each of it will have 3 to 5 waves of robots, which are the enemies in the game, achievements,

time record of finishing each stages, and ranks that user needs for unlocking the next stage to

proceed.
Limitations

The game does not featured multi - player mode. Player cannot save the current

stage. The application will be android based which user needs android device to play the game.

Conceptual Framework

In this part, the conceptual model will show the view of the input data structure, process

during the development and outputs, and other requirements of the system that

Input Output

Knowledge Requirements:
Methodology
Game Development First Person Android
First Person Shooting Iterative Development Shooting Game Using
Perspective Augmented Reality
Augmented Reality Initial Planning Technology.
Planning
Technology Requirements
3D Modeling and Designing
Ratings:
Animation Implementation and Testing
Blender Evaluation

Software Requirements:

Unity 3D Evaluation
C#
Standard ISO/IEC 29110
Hardware Requirements:

Android Device
Reference paper
object(Augmentation)

Figure 1: Conceptual Model

Chapter II

Review of Related Literatures


Related Literatures

Foreign Literatures

Augmented Reality: An Overview and Directions

For AR in Education

Introduction

Augmented reality (AR) is an emerging form of experience in which the real world (RW)

is enhanced by computer-generated content which is tied to specific locations and/or activities. In

simple terms, AR allows digital content to be seamlessly overlaid and mixed into our perceptions

of the real world. In addition to the 2D and 3D objects which many may expect, digital assets

such as audio and video files, textual information, and even olfactory or tactile information can

be incorporated into users perceptions of the real world. Collectively, these augmentations can

serve to aid and enhance individuals knowledge and understanding of what is going on around

them. Rather than seeming out of place, the digital markups inherent in AR lets users perceive

the real world, along with added data, as a single, seamless environment. Though science

fiction long ago introduced the concept of AR into our collective consciousness, until very

recently, many might have labeled it a feature of our distant future. Now, however, we are riding

the crest of a technological wave. AR is on the verge of becoming a household term, and

perhaps, for many, an inseparable part of everyday life.

Augmented Reality and Virtual Reality


While considering the array of developing technologies, all seeking to modify, augment,

interface with, or even replace our perceptions of reality, Milgram and Kishino (1994) sought to

clarify the work being done by defining four types of environments. First is the real world, or the

real environment, which we are all familiar with. On the opposite end of the scale are virtual

worlds, or virtual environments (often previously labeled virtual reality), in which all

information perceived by the user is computer-generated and completely unrelated to real world

locations, objects, or activities. Between these two extremes exist, at least conceptually, two

types of augmented environments: Augmented Reality (AR) which takes the real world and real

environments as its backdrop. and inserts computer-generated content, and augmented virtuality,

in which a computer-generated world serves as the backdrop while real-world data is blended in

and superimposed. Figure 1 illustrates the mixed reality (MR) spectrum, or the Reality-Virtuality

(RV) Continuum, proposed by Milgram et al. (1994).

Reference Link : http://connection.ebscohost.com/c/articles/69900602/augmented-reality-

overview-five-directions-ar-education

Robust Registration of Virtual Objects for Real-Time


Augmented Reality
Introduction

The sights and sound of a cool fall afternoon bring a sense of calm to the mind and soul.

Red and yellow leaves flutter in the gentle breeze, a frisky little squirrel collects acorns for the

pending winter, a flock of geese fly south in unison overhead, and a 20-foot T-Rex gently sips

water from the clear flowing creek.

Hollywood movies have been merging computer-generated imagery with scenes of the

real world for several years now, and the results are so realistic that it is sometimes difficult to

differentiate between the real and the virtual. From the synchronized interactions between man

and dinosaur in Jurassic Park, to the re-creation of the Titanic in the movie of the same name,

special effects artists seem to have mastered the art of seamlessly combining photo-realistic

virtual 3D objects with pre-recorded 2D video footage.

Augmentation Environment

A typical augmented reality environment consists of a camera device, a display device,

and in some cases a user-interface device to interact with the virtual objects.

Camera and Display Technology

In order to combine the real world with virtual objects in real-time we must configure

camera and display hardware. The three most popular display configurations currently in use for

augmented reality are Monitor-based, Video See-through and Optical See-through [AZUM97a,

VALL98].

Scope
The focus of this thesis is on the registration process of augmented reality, specifically as

it relates to the augmentation of 2D and 3D objects onto planar surfaces containing patterns of

features. Our hypothesis is that the level of reliability or robustness that can be achieved will

largely depend upon the features we choose to track, as well as the arrangement of these features

in our planar patterns. Therefore, our research will attempt to analyze what constitutes a reliable

pattern that is stable enough for high-quality, real time augmentation.

Reference Link : http://people.scs.carleton.ca/~roth/PubSummary2/malik_thesis_final.pdf

A Survey of Evaluation Techniques Used in Augmented Reality Studies

Introduction

Although Augmented Reality (AR) has been in studied for over forty years it has only

been recently that researchers have begun to formally evaluate AR applications. Most of the

published AR research has been on enabling technologies (tracking or displays, etc), or on

experimental prototype applications, but there has been little user evaluation of AR interfaces

[43]. In 2004 Swann et al. [141] produced a literature survey reviewing a total of 1104 articles

from the leading journals and conferences. Of the 266 AR-related publications identified, only 38

(~14%) addressed some aspect of human computer interaction, and only 21 (~8%) described a

formal user evaluation. They conclude that user-based studies have been under - utilized in AR

research.

One reason for the lack of user evaluations in AR could be a lack of education on how to

evaluate AR experiences, how to properly design experiments, choose the appropriate methods,
apply empirical methods, and analyse the results. There also seems to be a lack of understanding

of the need of doing studies or sometimes the incorrect motivation for doing them. If user

evaluations are conducted out of incorrect motivation or if empirical methods are not properly

applied, the reported results and findings are of limited value or can even be misleading.

Methodology

Our literature survey method is characterized by iterative selection, filtering and

classification processes. We started by defining and selecting appropriate sources for our

literature survey (section 3.1) and filtering the initial collection of articles to meet our objectives

(section 3.2). We removed articles that were incorrectly selected in the search process (false

positives) and identified those articles that included user evaluations. Finally, we classified the

AR user evaluation articles according to two different classification schemes.

Discussion

In our survey we have followed a different method to Swan and Gabbard [2]. Although both

approaches are not directly comparable in terms of absolute numbers or percentage of AR

evaluation publications, we found some similar results. Swan and Gabbard found 21 user based

experiments in a total of 266 AR related publications, which represents around 8%. Our paper

selection was somewhat broader, e.g. including other peer reviewed publications such as posters.

Despite this we also found 8% of formal user evaluations in the estimated number of ACM and

IEEE AR research publications. This percentage is 10% if informal user evaluations are included.

Conclusions and Future work

In this report we presented a literature survey of user evaluation techniques in selected

Augmented Reality research publications between 1993 and 2007. First we aimed at extending
previous work by considering more recent publications and extending the classification of types

of user evaluations with a more task oriented focus. Second we categorized the publications by

looking that the evaluation methods used. A goal of this literature survey was to provide a

resource for the AR community. It may be used to get an overview of the use of user evaluation

techniques in augmented reality and help to promote the use and further increase the quality of

user evaluation in AR research.

Reference Link :

https://www.researchgate.net/profile/Mark_Billinghurst/publication/216867631_A_Survey_of_E

valuation_Techniques_Used_in_Augmented_Reality_Studies/links/0c96052464e9b80677000000

.pdf?origin=publication_list

Augmented reality as multimedia: the case for situated vocabulary learning

Augmented reality for learning


The general public is becoming more familiar with AR mainly because of AR browsers

used for conveying a variety of location-based information (Grubert et al. 2011). Currently,

people use some AR browsers to see virtual labels and symbols integrated with a live video feed

of the real environment. This makes understanding location-related information, such as names

of buildings, distances of restaurants, and arrows for navigation, easier (Fujimoto et al. 2012). In

the case of situated vocabulary learning, instead of displaying names and directions, we designed

a system that displays words and animations to teach new vocabulary words that are relevant to

the objects found within the environment.

Connecting vocabulary and the environment using augmented reality

There are several ideas using AR technology to motivate language learning. For example,

Li et al. (2014) made a flash card interaction for learning English. Our idea is to use AR for

situated vocabulary learning. The most important feature of situated vocabulary learning is the

presentation of useful vocabulary words relevant to the current environment. Based on the ARCS

model (Keller 1987), relevance is one of the four factors to consider in creating motivating

instructional materials. ARCS stands for attention, relevance, confidence, and satisfaction which

are the factors contributing to motivation in using learning materials. Among Kellers

suggestions is relating new information to something the student is familiar with. In our case, we

relate the vocabulary words with a familiar environment.

Multimedia learning applied to augmented reality


In multimedia learning theory, multimedia refers to pictures and words (both written and

spoken). It has three assumptions, namely, dual-channels, limited capacity, and active processing.

First, humans have two separate channels for perceiving visual and auditory information.

Second, individuals can only attend to a limited amount of information at any given time. Lastly,

learning only takes place if the learner actively processes incoming information by connecting it

to prior knowledge. Multimedia learning identifies five processes (Mayer 2009; Mayer 2005) in

learning:

1. Selecting words and images

2. Organizing selected words

3. Organizing selected images

4. Integrating information with prior knowledges

Reference Link :

http://penoy.admu.edu.ph/~alls/wpcontent/uploads/2016/01/Santos_RPTEL_Revision-

v05.pdf
The potential of video game in Malay language learning for foreign students in a public

higher education institution

Literature review

Studies on use of video games in language learning outside Malaysia mostly focused on

effectiveness of computer games, digital games and video games by researchers (Muhammet

Demirbilek, Ebru Yilmaz, & Suzan Tamer, 2010; Shelton & Scoresby, 2011; Ricardo Rosas et

al., 2003; Ranalli, 2008; Walsh, 2010; Yildiz Turgut & Pelin Irgin, 2009). Other studies have

focused on development and design of video games and application of existing video games for

language learning, example The Sims (Ranalli, 2008), SHAIEx, a digital game by Adaptive

Hypermedia system (Laleh Aghlara & Nasrin Hadidi Tamjid, 2011) as well as application of

virtual 3D in language learning (Berns, Pardo, & Camacho, 2013; Ibanez et al., 2011; Piirainen

& Tainio, 2009). In Malaysia, research on video games in language learning had been conducted

for Arabic language by Muhammad Sabri Sahrirdan Nor Aziah Alias (2011). Muhammad Sabri

Sahrir, Nor Aziah Alias, Zawawi Ismail and Nurul Huda Osman (2012) used a design and

developmental research (DDR) approach to develop a prototype for online vocabulary games in

learning Arabic. A case study for transfer of vocabulary through computer games was carried out

by Nadzrah Abu Bakar and Elaheh Nosratirad (2013) in English as a Scond language (ESL)

subject using the existing video game SIM 3 as the platform for vocabulary learning. In addition,

Fuziah Ros0man et al. (2013) has done a meta-analysis on the potential of video game in BM

vocabulary learning for international students in Malaysia.


Objectives

In general, this study is aimed at investigating the potential of video game in

implementing learning of BM as a foreign language in a Public Higher Education Institute

(PHEI). The research objectives are given in the following:

4.1 To obtain expert consensus on the predictions of the type/genre of video game in

implementing learning of BM by foreign students in a PHEI.

4.2 To obtain expert consensus on prediction of emergence of video game based on technology

used in implementing teaching and learning of Bahasa Melayu among foreign students at a

PHEI.

4.3 To obtain opinion of experts regarding the suitability of each type of video game for the

aspect of basic skills in Bahasa Melayu in implementing learning of bahasa Melayu by foreign

students in a PHEI.

Conclusions

Studies on a futuristic curriculum through video game are appropriate to be carried out in

order to effect change in the curriculum in the next 5 to 10 years. The result of expert consensus

proves that part of the elements of video game playing have potential in implementing learning

of BM among foreign students in PHEI as shown by the consensus of experts at the level of 0.60

to 0.80. This means that the expert consensus was at the level of agree to highly agree.

Reference Link : http://www.sciencedirect.com/science/article/pii/S1877042815006102


Local Literatures

On frame rate and player performance in first person shooter games

Introduction

The growth in the computer game industry has pushed for innovation in hardware development

from new desktop graphics hardware to powerful mobile and hand-held game devices in the

quest to support compelling computer games. While many of the newest games require state-of-

art hardware to deliver rich and immersive games, economics dictate that the same games will be

played without the latest hardware. Computer games typically run on platforms with a range of

processing and display capabilities, and a single game title may be released on PC, console and

hand-held devices simultaneously. Even games released only for PCs must be effective over a

considerable range of processing power and graphics card capabilities. There are many factors

that influence player performance,1 such as resolution, network latency, and frame rate. Careful

study of each factor is an essential first step in determining the overall impact on game

playability.

First person shooters

First Person Shooter games are a popular game genre wherein the player looks through the

eyes of the avatar (the first person) and engages in combat, typically with ranged weapons (the

shooter). FPS games, and most other games, go through several phases that differ in the player

interactions with the game and, hence, in the impact of frame rate on the player performance.

Although the duration and frequency of each phase varies depending upon the specific game,

fundamental phases common to most FPS games include:


Setup - During the Setup phase, players select the parameters specific for the gameplay

they want at that time. For example, the player may select the map, avatar type and team.

The Setup phase is generally relatively short, with fairly rapid player interactions so as to

proceed on to gameplay as fast as possible. However, while players do interact with the

game engine, the actions in this phase are mostly time-insensitive and so are unaffected

by poor frame rates.

Play - During the Play phase, the game is actually played, with players responding to the

changes in the game state based on the visual images on the screen. For example, an FPS

game responds to the player request for a movement of an avatar by visually altering the

location of the avatar on the players screen. The player may choose to respond by

issuing a request to move the weapon sight to target an opponent or by issuing a new

movement request for location change. The Play phase interactions are generally

categorized by their time-critical nature.

Transition - In between Play phases, most games have a Transition phase where game

information is loaded and processed locally from a game disk into memory. For example,

in an FPS the map may be loaded and the location of the powerups, weapons and

opponents determined. The Transition phase generally has low frame rate requirements

since there is no player interaction during this phase.

Experiment environment

The experiments were conducted in a sectioned room that enabled one person to run through the

experiments without being observed by other waiting participants. Each complete run of the

experiment (one user) took approximately 10 min. and participants for the study were accepted

on a first-come, first-served basis.


Reference Link : https://www.google.com.ph/url?

sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwja_bvZ5ffQAh

WCXLwKHQTCCjoQFggaMAA&url=https%3A%2F%2Fweb.cs.wpi.edu%2F~claypool

%2Fpapers%2Ffr%2Ffulltext.pdf&usg=AFQjCNHDILjOILQHXlULB-

ap8ojP_KiXpA&sig2=9gGMX5eMhzn69BdplNbkVQ

Latency Thresholds for Usability in Games: A Survey

Introduction
Whenever a human interacts with a computer, the computer could be said to run an

interactive application. A user enters some input and the computer responds. Word processors,

spreadsheets and web-browsers are based on a workflow where the user continuously enters

input, and the system responds immediately. Conversely, not all applications have this interaction

as its central function. Simulations running on supercomputers spend very little time interacting

with the user, and most of its time is spent doing calculations; these applications are often said to

do batch processing.

Background

In any interactive application, there will be a delay between the time the user sends input

and the result appearing on screen. This delay is commonly termed input lag. If the computer

communicates through a network, any communication over this network takes time, called

network latency or simply latency. Most players typically use the term lag for both types of

delay. This can make complaints from users somewhat ambiguous

Cloud Gaming vs. Client-Server

Client-server games are all designed from the ground up to handle network latency,

deviation or displacement in phase timing and jitter (understood as irregular variation). By

employing various prediction techniques and allowing a looser consistency in state between

different players, these games will be able to alleviate, or in some cases completely isolate, the

players from the effects of latency. Some of the most ubiquitous techniques are described in

Bernier [4]. Initially, this paper describes the basic client-server case, where the client transfers

data to the server; the server does necessary processing and sends back the result, which the

client renders. However, strict adherence to the client-server pattern is rare except in purely
experimental games. By allowing the client to do some calculations locally, feedback can be

much quicker.

Conclusions and Future Work

This paper has investigated acceptable latency for games. Current research is mostly

inconclusive about latency requirements for networked games. In general, it seems that 60 ms

[18], or even 45 ms [5] are better estimates at how much latency is acceptable in the most fast-

paced games than the traditionally quoted 100ms value. Furthermore, there are no clear,

consistent results available and the diversity in game scenarios make comparisons challenging.

Studies suffer from uncontrolled environments or very limited numbers of participants. Studies

using both a controlled environment and several participants that is large enough to do statistical

analysis would do a lot to clarify the situation.

Reference Link : https://web.cs.wpi.edu/~claypool/papers/fr/fulltext.pdf

Learning to be a Bot: Reinforcement Learning in Shooter Games

Introduction
Over the past decade substantial research has been performed on reinforcement learning

(RL) for the robotics and multi-agent systems (MAS) fields. In addition, many researchers have

successfully used RL to teach a computer how to play classic strategy games such as

backgammon (Tesauro 1995) and go (Silver, Sutton, and Muller 2007). However, there has been

little research in the application of RL to modern computer games. First person shooter (FPS)

games have common features to the fields of robotics and MAS, such as agents equipped to

sense and act in their environment, and complex continuous movement spaces. Therefore,

investigating the effects of RL in an FPS environment is an applicable and interesting area to

research.

Method

A purpose-built 3D FPS game environment was used for both experiments described in

this paper. The game world was an indoor building type environment, equipped with walls,

items, and spawn points. Bots in the game were able to move around the environment, sense

their surroundings, pick up items, and shoot at enemies.

The RL algorithm used for the experiments was the tabular Sarsa algorithm with

eligibility traces (Sarsa ()) (Sutton and Barto 1998). The tabular Sarsa() algorithm was chosen as

it learns the action-selection mechanism within the problem (i.e., mapping states to actions in the

policy table). On the other hand state value RL algorithms (e.g., TD-lambda) are able to learn the

state transition function, but need an extrinsic action-selection mechanism to be used for control.

Therefore state to action mapping algorithms, such as tabular Sarsa(), are more suitable than state

value algorithms for FPS bot AI.

Conclusion
This paper has shown that RL provides a promising direction for bots in FPS games. A

number of advantages for using RL over rule-based systems exist such as minimal code needed

for the underlying algorithm and decrease in the time spent tuning parameters. Results have

shown that different bot personality types can be produced by changing the parameter associated

with planning. Results indicate that the Sarsa() algorithm can successfully be applied to learn the

FPS bot behaviors of navigation and combat. Further work will investigate different

environmental setups and multiple runs with changing random seeds.

Reference Link : https://www.aaai.org/Papers/AIIDE/2008/AIIDE08-013.pdf


Applying Constraint Relationships between elements in a Spatial Augmented

Reality environment in real-time

Introduction

Augmented reality is an extension to our reality, adding supplementary information and

functionality, typically through the use of computer graphics (Azuma 1997). Generally AR is

confined to projections through headsets or hand-held screens. Spatial Augmented reality is a

sub-genre of AR where the visualizations are projected onto neutral colored objects by computer

driven projectors (Raskar et al. 2001). This variant in design compared to the more traditional

means for visualization allows the viewer to become more in tune with the task at hand, and less

concerned with the viewing medium. Tangible User Interfaces are concerned with designing an

avenue for interaction with augmented material (Billinghurst, Kato & Poupyrev 2008). The goal

is to provide the users of a SAR system the input tools, objects which are both tangible and

graspable, to allow them to interact effectively and subconsciously with the system as if it were

ubiquitous in nature.

Field of Thesis

Augmented Reality, Spatial Augmented Reality, Tangible User Interfaces, Prototyping,

Constraint Satisfaction Relationships

Research Question

This thesis will examine the feasibility and methodologies of using real time design

constraints to design productions using a spatial augmented reality system. This thesis answers

the question Is introducing constraints between elements in a spatially augmented reality

environment a feasible method for improving design productions? The scope of this thesis is

limited to only the visualization and relationships between associated constraints. The proposed
techniques are designed to engage the user in a real-time design scenario, similar to that found

within current Computer Aided Design applications. This will extend SAR from a purely

visualization tool to a means of aiding the design process itself. The combination of TUI, which

will give the user the affordance of a graspable thing to touch and use, combined with the

texturing ability from SAR will create an instrument that expresses the experience of hand

crafting a physical prototype with the convenience of a computer prototype. The proposed

system will work within the current SAR framework utilized by the Wearable Computer

Laboratory at the University of South Australia.

Limitations

This section will provide an overview of the research presented within the previous

literature review, highlighting limitations and gaps for future developments, improvements and

research. Justification of the research question will be substantiated with the contributions of this

research. 13 Hand-held and head-worn augmented reality systems have been shown as potential

avenues for collaborative environments. The use of these mediums interferes with the users

ability, becoming intrusive to the task at hand. SAR removes the need for an individual viewing

medium, instead projecting the virtual content onto the collaborative physical workspace around

the users.

Reference Link : https://wiki.cis.unisa.edu.au/wki/images/0/03/Feray006_ResearchProposal.pdf


Interactive Augmented Reality using mobile devices

Motivation

The appearance of mobile devices, like smartphones, with considerable computational

power has caused the growth of applications that use augmented reality (AR). This field of

technology is rapidly expanding, especially considering there are open source libraries designed

to be used in the capacity of image processing and computer vision and on-line services that

provide easy access to applications for smartphones. In conjunction with this, it is easy for any

programmer to create applications for the operating system Android and make them accessible to

any consumer.

Structure

This document is organized in three chapters. The present chapter aims to clarify the

importance of the subject and to describe the subsequent chapters. Chapter 2, State-of-the-art,

offers the literature review of the most important technologies and applications that involve

augmented reality in an Android device. Chapter 3, Conclusions, summarizes what was learned

from the conception of this document.

Tracking Techniques

One of the main problems to be considered when developing an AR application is which

tracking technique to implement. Modern mobile systems generally have one or more of the

following devices: digital cameras, optical sensors, accelerometers, Global positioning system

(GPS), gyroscopes, solid state compasses, radio-frequency identification (RFID) and wireless

sensors. This section aims to review the various tracking techniques.


Indoors Location Based Tracking

The use of GPS in AR applications has been very successful but its accuracy is not

acceptable in an indoor location. Alternative approaches have been attempted such as the use of

infra-red networks and wireless-LAN networks for triangulating position or RFID. These

solutions are not very used since they require some type of infrastructure, which brings

additional costs, without guarantee of accuracy.

Marker-based Tracking

Markers are commonly used as a solution for indoors tracking. A marker consists of a

specific known pattern that is designed to be easily recognized by the computer with low

computational cost and time.

Template Marker

These were one of the earliest markers developed. Their design consists of a black and

white square with a border and a pattern inside. The shape, the border and the colors are chosen

so it is easily recognizable as a marker and the pattern is what distinguishes it from the other

markers. Once the marker is detected the application can extract the pattern and cross-compare it

with all known patterns. This type of marker has several disadvantages: the higher the number of

possible patters the slower the application will become, the patters must be designed, the

application has to be trained to recognize them and the complexity of the pattern affects the

efficiency of the tracking.

Cloud computing

This technique consists in uploading data from a device, is this case a mobile phone, to a

server that has a much greater computational power so it performs the most complex tasks, that

the phone wouldnt be able to or would lose too much time performing. When those tasks are
finished the device can download the results. This type of configuration has other advantages

besides providing greater computational power. Any improvement done in the server side will

instantly benefit all users. This enables the inclusion of any type of new technology that may

appear, even if its not compatible with the smartphone, since it wouldnt affect it as long as the

output and input from the device remains the same. Also, it can free the user from the need of

upgrading the application. However, it also has a few relevant disadvantages. The server has to

be constantly monitored and maintained to guarantee it is always accessible to the users. Also,

the application becomes completely dependent on the availability of a network and the available

bandwidth for the communication.

Reference Link: http://paginas.fe.up.pt/~ee05077/wp-content/uploads/2012/11/mieec-en.pdf


Related Systems

Foreign Related System

Figure 1: ARDefender

ARDefender is a tower defense game heading to iPhone, but it adds an additional element in

the form of augmented reality. To play you need to print out a pre-defined pattern on a sheet of

paper which forms a level. Then load up ARDefender on your iPhone, get the paper in view using

the iPhones camera, and your tower to defend will appear as a 3D structure. Look around

your tower sits on. Then move

your iPhone around and start taking them out before they get within range of your precious

tower.

Reference Link : https://www.google.com.ph/url?

sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwiE4NOP5vfQAhXKS7w

KHR52A9oQFggaMAA&url=https%3A%2F%2Fitunes.apple.com%2Fus%2Fapp%2Fardefender

%2Fid393879882%3Fmt
%3D8&usg=AFQjCNFsYzwJ4zRIc3PsmQCIdE1SAxHpZg&sig2=ssy0xL6wwo5my9ef513y0g&bvm=b

v.142059868,d.dGc

Figure 2: Droid Shooting game

Turn any real-life boring background into a real life shooting fest as you deal with waves

upon waves of droids that will come and attack you. Droid Shooting utilizes your phones

camera and makes it a viewfinder or HUD (Heads-up-display) for the battlefield. You will also

find a radar at your disposal, so youll always know where those vicious droids plan to attack.

Reference Link: https://www.google.com.ph/url?

sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwiE4NOP5vfQAh

XKS7wKHR52A9oQFggaMAA&url=https%3A%2F%2Fitunes.apple.com
Figure 3:

Angry Andy AR 3D is an Augmented Reality shooting game. Andy's Mission: shoot the

Apples before they hit you and survive as long as possible!

Reference Link : https://www.google.com.ph/url?

sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwjos-

Ps5vfQAhUJxLwKHQJZBrMQFggYMAA&url=http%3A%2F%2Favon-ustkut.ru

%2F2016%2F07%2F31%2Fangry-andy-ar-3d-v1-0-android-skachat

%2F&usg=AFQjCNEqURlBst_qv84TeMUaqJl8l0zESw&sig2=nGolp2sSZceN7sPSDUS7Iw&b

vm=bv.142059868,d.dGc
Figure 4: Father I.O

Using an UI overlapped with your surroundings you can shoot it out with similar players

in the area. Youll take place in geolocated quests, gather resources and take on various areas as

your own. Theres also a factions concept, ones that you can join or destroy. The project also

involves an accessory called 363R, a gadget that integrates an universal latching on mechanism

and probably also bundles a Bluetooth module.

Reference Link : https://www.google.com.ph/url?

sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwj-

6KuE5_fQAhWKTbwKHTQqDOsQFggbMAA&url=https%3A%2F%2Fplay.google.com

%2Fstore%2Fapps%2Fdetails%3Fid%3Dcom.proxy42.father.io%26hl

%3Den&usg=AFQjCNFK_jr5C02j0wwWPDkXgvTSmLKZRw&sig2=yTd1J9UlkzW74CNRK

1NjHw&bvm=bv.142059868,d.dGc
Figure 5: Table Zombies Augmented Reality

Table Zombies is an augmented reality game developed by us, where the player play the

role of shooter from the chopper from the rescue team. the primary objective of the game is to

stop the zombies from reaching the survivor base and you are not all alone, you have the

survivors team to back you up at Ground Zero and stop the zombie infestation. All you got to do

is download the pdf from the below given link, print it (preferably A3)out and place it in your

desktop, the game level will pop right on top of it.

Reference Link : https://www.google.com.ph/url?

sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwiKupGV5_fQAh

XHwrwKHVTjDyIQFggYMAA&url=https%3A%2F%2Fplay.google.com%2Fstore%2Fapps

%2Fdetails%3Fid%3Dcom.srg.tzcards%26hl

%3Den&usg=AFQjCNH0nZfEm1kPzrncYidkvdvxlc5rTg&sig2=pqHH8EshN9vr2wTtanHj7g&

bvm=bv.142059868,d.dGc
Local Related Systems

Figure 6: Igpaw: Intramuros Design of an Augmented Reality Game for Philippine History

A tablet and smartphone based Augmented Reality game application for learning

Philippine History. This paper highlights the design of the game application with regards to its

educational content, game mechanics, and user interface, discussing how these elements combine

to enjoin players to learn about Philippine history while visiting the actual historical locations

situated in Intramuros, Manila.

Reference Link:

https://www.google.com.ph/url?

sa=t&rct=j&q=&esrc=s&source=web&cd=2&cad=rja&uact=8&ved=0ahUKEwj_l8O55_fQAh

XByrwKHT46AbgQFggfMAE&url=http%3A%2F%2Fpenoy.admu.edu.ph%2F~alls%2Fwp-

content%2Fuploads%2F2016%2F01%2FPaper82-Igpaw-

RodrigoCaluyaDiyVidal.pdf&usg=AFQjCNEffd6wgfNxvXrnT6UBN41qRhICHQ&sig2=LpYtZ

SgkEu6vr4higha4nw&bvm=bv.142059868,d.dGc
Figure 7: Time travel and explore Intramuros with this augmented-reality game

Visitors to Intramuros can now view Manila's ancient capital through augmented reality

and play a game at the same time, thanks to a new mobile app created by the Ateneo Laboratory

for the Learning Sciences.

In "Igpaw: Intramuros," you learn that the fabled walled city's time stream has been

fractured, displacing historical and fictional figures. Your job is to help restore stream and send

the characters back to their respective eras.

The augmented reality aspect of the game requires the player to actually be inside Intramuros so

they can scan historical markers with their devices as part of the gameplay.

Reference Link : http://www.gmanetwork.com/news/story/532474/scitech/technology/time-

travel-and-explore-intramuros-with-this-augmented-reality-game
Figure 8: Waveplay

Interactive Provider of Interactive Gimmicks and Augmented Reality Philippines

Sometimes, the traditional options just dont cut it. Sometimes you have to make a big

impact and the only way to do that is with a truly innovative option. With so much new

technology popping up what seems like every day, and with the already available options so

interesting, its no wonder that one of the best ways to capture an audience nowadays are through

witty interactive gimmicks. With Waveplay Interactive, you now have a whole myriad of new

possibilities that you can make your own in order to stand out.

At Waveplay Interactive, we specialize in conceptualizing interactive ideas and executing

them for your events from Waveplay group motion gaming, touch screen games, sound games,

augmented reality, custom Kinect games, Digital Puppetry, to our wide range of interactive photo

booths.
Reference Link : http://www.waveplayinteractive.com/gallery/waveplay-interactive-provider-of-

interactive-gimmicks/

Figure 9: Duterte Fighting Crime

Philippine President Rodrigo Duterte has been in the headlines, not only in his country, of

international media because of his tough way in dealing with criminality in his nation. His crime

fighting toughness is embodied in the free mobile game app "Duterte Fighting Crime 2".

The game was developed by a Filipino developer Anjo Pascual. The goal of the game is to kill the

criminals and earn badges and weapons. Duterte will shoot criminals like robbers and drug

peddlers. Weapons of higher caliber must be collected to defeat tougher criminals.

Reference Link: http://en.yibada.com/articles/165673/20161007/philippines-duterte-has-a-shooting-

game.htm#ixzz4SyLpQKxW
Figure 10: Augmented Reality Diorama Experience of the Philippine History First 3D-on-

3D experience

The 3D Augmented Reality (AR) Diorama Experience of the Philippine History is an

awesome rehash of the popular exhibit with the use of Augmented Reality; historic scenes come

to life on a smartphone through exciting animations, realistic sound effects, and voice narrations.

Learning history got even more exciting thanks to Ayala Museum in partnership with the Harish

and Johnsen Group.

Reference Link: http://www.ourawesomeplanet.com/awesome/2015/06/augmented-reality-

diorama-experience-of-the-philippine-history-first-3d-on-3d-experience-ayala-museum-photo-

essay.html

Synthesis
Our game has a feature of Augmented Reality and FPS game perspective that some

related literatures had. We get the idea of augmentation of the stages using some places in the

Philippines in Time travel and explore Intramuros - with this augmented-reality game because of

featuring one of the historical places. and Augmented Reality Diorama Experience of the

Philippine History First 3D-on-3D experience We, Researchers gather ideas that we may be used

to improve our project, we look on some point and advanced our knowledge to go with flow in

the latest technology. As the environment of our project we use the idea of Table Zombies

Augmented reality and the concept of Father IO making our UI as a First Person Shooting game

(FPS).

Chapter III
Technical Background

User Interface

Figure I. First Stage

Figure II. Killing Robots

Figure III. Targeting Enemies Figure IV. Launching Rocket

Figure V. Stage Overview

Figure I, II, III, IV, V: Stage Gameplay

This is the one of the game stage. Player needs to kill the enemies to protect the
structures, gain achievements and ranks in order to unlock the next stage.

Software Interface Specification


For the development of the game, researchers use the following software:

Android Studio
Unity 5.5
C# (Programming Language)
Blender

Hardware Interface Specification

The camera of phone should be focus on the reference object for augmentation on the game and

will appear on the screen. Android phone must have a version jellybean up to date (lollipop).

Android Phone Paper (Reference Object)

CHAPTER IV

Methodology, Results and Discussion

Research Method
The research method used for the discussion of the study is Descriptive Method,

discussing about existing content used, describing each and every part of the system, defining

problems, to identify and to gather some information development of data gathering

instruments, analysis and generalization of the entire study.

Software Development Methodology

Iterative Model

Figure 1: Iterative Development Process

Iterative process starts with a simple implementation of a subset of the software

requirements and iteratively enhances the evolving versions until the full system is implemented.

At each iteration, design modifications are made and new functional capabilities are added. The

basic idea behind this method is to develop a system through repeated cycles (iterative) and in

smaller portions at a time (incremental). https://www.tutorialspoint.com/sdlc/sdlc_iterative_model.htm

Phase I: Initial Planning

The researchers initially planning the software would be developed, gathering data and

tools for developing.


Phase II: Planning

Discussing the ideas, Analyzing gathered information.

Phase III: Requirements

The requirements for the software are gathered and analyzed. Iteration should eventually

result in a requirements phase that produces a complete and final specification of requirements.

Phase IV: Designing

Software solution to meet the requirements is designed. This may be a new design, or an

extension of an earlier design.

Phase V: Implementation and Testing

When the software is coded, integrated and tested.

Phase VI: Evaluation

The software is evaluated, the current requirements are reviewed, and changes and

additions to requirements proposed.

Evaluation Procedures

Instruments
Standard ISO/IEC 29110 is used for the evaluation of the system. In order to pass the

evaluation, it must meet the following requirements:

Criteria for Evaluation:

Functionality
Reliability
Operability
Performance
Security
Maintainability
Transferability

Respondents of the Study

The system developed should test and evaluated of its user. For the evaluation, it will be

test by end users and experts. As for end users, it should be tested by 30 50 persons, and 10 for

experts, in order to obtain some information for their testing experience of the system.

Statistical Treatment of data

Operation and Testing Procedures

ISO/IEC International Standard Organization


ISO is an international body that standardizes how businesses and organizations involved

in commerce and industry manage information and processes. The ISO does not enforce

regulations. An ISO certification is not a license that permits an activity. It merely certifies that a

management system, manufacturing process, service or documentation procedure has all the

requirements for standardization and quality assurance. The specific requirements and operating

procedures are the responsibility of the individual business or organization. ISO standards and

systems are tools that allow efficient implementation and communication.

Black Box and White Box Testing

The system will be tested using the method of black box and white box.

Black - Box Testing: Written without knowledge of how the class under test is

implemented. It focuses on input/output of each component or call/

White - Box Testing: Written with knowledge of the implementation of the code under

test. It focuses on internal states of objects and, on trying to cover all code

paths/statements

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