Behind the Game: Implicit Spatio-temporal Intervention in Inter-personal Remote Physical Interactions on Playing Air Hockey
The collaboration project with Azumi Maekawa, Hiroto Saito, Narin Okazaki and Masahiko Inami (RCAST, The University of Tokyo)
When playing inter-personal sports games remotely, the time lag between user actions and feedback decreases the user’s performance and sense of agency. While computational assistance can improve performance, naive intervention independent of the context also compromises the user’s sense of agency. We propose a context-aware assistance method that retrieves both user performance and sense of agency, and we demonstrate the method using air hockey (a two-dimensional physical game) as a testbed. Our system includes a 2D plotter-like machine that controls the striker on half of the table surface, and a web application interface that enables manipulation of the striker from a remote location. Using our system, a remote player can play against a physical opponent from anywhere through a web browser. We designed the striker control assistance based on the context by computationally predicting the puck’s trajectory using a real-time captured video image. With this assistance, the remote player exhibits an improved performance without compromising their sense of agency, and both players can experience the excitement of the game.
Maekawa, Azumi, Hiroto Saito, Narin Okazaki, Shunichi Kasahara, and Masahiko Inami. 2021. “Behind The Game: Implicit Spatio-Temporal Intervention in Inter-Personal Remote Physical Interactions on Playing Air Hockey.” In ACM SIGGRAPH 2021 Emerging Technologies, 1–4. SIGGRAPH ’21 9. New York, NY, USA: Association for Computing Machinery.