Sheep Augmented Reality Game





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Published on Dec 17, 2009

MacWilliams, A., Sandor, C., Wagner, M., Bauer, M., Klinker, G., and Br{\"u}gge, B.
Herding Sheep: Live System Development for Distributed Augmented Reality
In Proceedings of the International Symposium on Mixed and Augmented Reality (ISMAR), 2003

In the past, architectures of Augmented Reality systems have been widely different and taylored to specific tasks. In this paper, we use the example of the S HEEP game to show how the structural flexibility of DWARF, our componentbased Distributed Wearable Augmented Reality Framework, facilitates a rapid prototyping and online development process for building, debugging and altering a complex, distributed, highly interactive AR system. The S HEEP system was designed to test and demonstrate the potential of tangible user interfaces which dynamically visualize, manipulate and control complex operations of many inter-dependent processes. S HEEP allows the users more freedom of action and forms of interaction and collaboration, following the tool metaphor that bundles software with hardware in units that are easily understandable to the user. We describe how we developed S HEEP, showing the combined evolution of framework and application, as well as the progress from rapid prototype to final demonstration system. The dynamic aspects of DWARF facilitated testing and allowed us to rapidly evaluate new technologies. S HEEP has been shown successfully at various occasions. We describe our experiences with these demos.

It is time to verify and update these claims. We have used and tested DWARF to build a series of different application platforms — the most recent one being S HEEP, the Shared Environment Entertainment Pasture [21]. In this paper, we show at the example of S HEEP how the inherent structural flexibility of DWARF was crucial to a rapid prototyping and online development process for building and simultaneously debugging and altering a complex distributed, highly interactive AR system. The dynamic nature of DWARF allows developers and users to collaboratively test and further develop a running system. The result is a continuously running testbed to rapidly build prototypes and extend them to full systems. We begin by presenting our motivation for building a multimodal, multiplayer game with DWARF, relating our approach to previous work. Next, we present the architecture of the S HEEP system. We show how existing and new DWARF components were used in the areas of tracking, sheep simulation, visualization, interaction and middleware. Afterwards, we describe the process of developing S HEEP and present required tools for continuous system development, integration and testing. We conclude by discussing the lessons we learned from developing and presenting the system and suggest options for future improvements to our framework.



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