Escolar Documentos
Profissional Documentos
Cultura Documentos
Researchers:
ALVAREZ, JOEY
REYES, JOWELL
HOMO, JUSTINE
BSIT 42E2
A Project Presented to the Faculty of the College of Computer Studies and Engineering
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
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
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
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
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
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.
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
General Objective
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
Keep the user interested playing a first person perspective game and with
To determine users interest for playing the game fighting with enemies in
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)
Chapter II
Foreign Literatures
For AR in Education
Introduction
Augmented reality (AR) is an emerging form of experience in which the real world (RW)
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
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
overview-five-directions-ar-education
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
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
Augmentation Environment
and in some cases a user-interface device to interact with the virtual objects.
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
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
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
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
Discussion
In our survey we have followed a different method to Swan and Gabbard [2]. Although both
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.
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
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
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
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
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:
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
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
4.1 To obtain expert consensus on the predictions of the type/genre of video game in
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.
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 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,
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
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
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
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
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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
Client-server games are all designed from the ground up to handle network latency,
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.
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
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,
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
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
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
Introduction
functionality, typically through the use of computer graphics (Azuma 1997). Generally AR is
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
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
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
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.
Motivation
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
Tracking Techniques
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
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
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
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
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
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 iPhone around and start taking them out before they get within range of your precious
tower.
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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.
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Figure 3:
Angry Andy AR 3D is an Augmented Reality shooting game. Andy's Mission: shoot the
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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
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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
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%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
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
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 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.
travel-and-explore-intramuros-with-this-augmented-reality-game
Figure 8: Waveplay
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.
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/
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
game.htm#ixzz4SyLpQKxW
Figure 10: Augmented Reality Diorama Experience of the Philippine History First 3D-on-
3D experience
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
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
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.
Android Studio
Unity 5.5
C# (Programming Language)
Blender
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).
CHAPTER IV
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
Iterative Model
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
The researchers initially planning the software would be developed, gathering data and
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.
Software solution to meet the requirements is designed. This may be a new design, or an
The software is evaluated, the current requirements are reviewed, and changes and
Evaluation Procedures
Instruments
Standard ISO/IEC 29110 is used for the evaluation of the system. In order to pass the
Functionality
Reliability
Operability
Performance
Security
Maintainability
Transferability
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.
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
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
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