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ARQuake FAQ
Q: Did you actually build this? Does it really work?
A: Yes, the equipment works as described and has been used to produce a
number of videos which are available for you to view.
A: ARQuake is a modified version of Quake from iD Software, designed for
play outdoors using augmented reality technology. Augmented reality is
where a user wears a head mounted display (sorta like virtual reality
goggles you've seen in movies), and the user can see both the Quake game,
and also the real world at the same time. We modified Quake to take its
view information from a GPS and orientation sensor, and so as you walk
around, Quake moves in sync with the real world. Monsters and buildings
appear to sit in the real world as though they were really there, and then
you can play a game of Quake while you are in the real physical world.
A: We use expensive surveying grade equipment in order to supply the
software with highly accurate position and orientation values which are
orders of magnitude better than what can be achieved using standard grade
equipment. The Trimble Ag132 GPS uses differential signals and extra
signal processing in hardware to achieve 50 cm accuracy at 10 updates per
second, at a cost of US$4,000 (compared to 5m accuracy at 1 update per
second for a normal GPS costing US$200). We use an Intersense IS-300
sensor which uses both magnetic and gyroscoping tracking for fast sensing
of head orientation, although it does drift due to magnetic distortions in
the environment.
A: Please send an email to the Wearable Lab at ciswrb@cs.unisa.edu.au
explaining what you would like to do and we would be happy to give you
permission to use our photos, we can send you high resolution versions
suitable for publication.
A: Unfortunately we are very busy with our research work, and it is not
possible for us to demonstrate the game to everyone as we get quite a
large number of requests for this and we need to get some work done
:) Also, since the backpack is used for other tasks and is constantly
undergoing modifications, it is not always in a state where it is able to
be used on demand. Since the amount of time required to set up a demo is
quite large, we tend to only do them on CIS school open days at the
university, at conferences we attend, and by special invitation.
A: Well, the answer is probably no, due to the price of the equipment
being prohibitive :) For example, the major hardware components alone are
probably worth more than US$10000 (Laptop + GPS + IS-300 + HMD) and then
there are additional costs for the custom backpack, cabling, cameras,
hardware controllers, and software installation. So we are talking serious
money here - unfortunately the technology has not reached a point where it
is possible to buy this equipment cheap enough that it could be sold to
the mass market at an affordable price.
A: If you look at the videos and pictures, you will notice that in most
cases the video is transparent, using video from the real world. We add a
small number of objects, such as monsters, doors, etc, and we want these
to be highly visible. Quake is generally a very "dark" game, with lots of
gloomy shadows and dark areas, but these effects are not very visible on a
head mounted display when used outside. So, with ARQuake, all the lighting
effects are disabled and objects have had their colours boosted to make
them as visible as possible. This also helps to improve the realism by
making the lighting in the game similar to the lighting in the real world
during the day - which is not generally dark and gloomy. The other reason
for using Quake-1 is that the source code is available under the GPL
license, while Quake-3 is not. We need to make modifications to the source
code to do the position and orientation tracking, as well as the video
overlay, and this requires source code.
A: As with the previous question, you have to ask what is actually better,
and will it make a difference to the AR gameplay. For rendering quality
and lighting, we tend to turn most of these features off to make the
display reasonable outside, so this is not important. Secondly, most newer
engines tend to have better AI for the monsters, but we don't really want
them to be too smart for ARQuake. The reason is that when running around
outside, it is not possible to move at the same speed as on a desktop (see
the next question), and so if the monsters are too smart and too fast,
they will always beat you. In Quake, we use monsters which are
intentionally slow and not too powerful to give the player a chance to
actually beat them.
A: Yes, since it uses the standard Quake engine, it is possible to use all
its multiplayer features. For example, you could have two people outside
playing against each other with a wireless network, or one person outside
playing against a person indoors on a desktop machine. You should note
that the person on the desktop will always win because when you use the
mouse you can turn and run at a rate which is much faster than is possible
in real life.
A: Our main work is in research and making prototypes to demonstrate
technology, not to make products for the mass market. The ARQuake
prototype is now at the point where it does pretty much everything we
want, and we have a number of good videos and pictures showing this in
action now. Apart from small changes to keep the software working with the
latest backpack hardware, there are no further features to be added to the
software.
A: Unfortunately Quake (as well as all games) have limitations in the way
certain parts of the game work, and so this means adding other things we
would like to do become impossible or very difficult. For an example of an
augmented reality system which is much more complex and takes advantage of
new user interface technology, check out the videos for the Tinmith project which is a full blown AR modelling
application for use outdoors, with glove based user interfaces to support
CAD like functionality.
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