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Dive into the research topics where Xubo Yang is active.

Publication


Featured researches published by Xubo Yang.


ubiquitous computing | 2004

Human Pacman: a mobile, wide-area entertainment system based on physical, social, and ubiquitous computing

Adrian David Cheok; Kok Hwee Goh; Wei Liu; Farzam Farbiz; Siew Wan Fong; Sze Lee Teo; Yu Li; Xubo Yang

Human Pacman is a novel interactive entertainment system that ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on mobile computing, wireless LAN, ubiquitous computing, and motion-tracking technologies. Our human Pacman research is a physical role-playing augmented-reality computer fantasy together with real human–social and mobile gaming. It emphasizes collaboration and competition between players in a wide outdoor physical area which allows natural wide-area human–physical movements. Pacmen and Ghosts are now real human players in the real world, experiencing mixed computer graphics fantasy–reality provided by using the wearable computers. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between real and virtual worlds. We believe human Pacman is pioneering a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.


ubiquitous computing | 2002

Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing

Adrian David Cheok; Xubo Yang; Zhou Zhi Ying; Mark Billinghurst; Hirokazu Kato

Abstract: This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the real-world environment as essential elements of the game play, whilst also maintaining the exciting fantasy features of traditional computer entertainment. Our system called ‘Touch-Space’ is an embodied (ubiquitous, tangible, and social) computing based Mixed Reality (MR) game space which regains the physical and social aspects of traditional game play. In this novel game space, the real-world environment is an essential and intrinsic game element, and the human’s physical context influences the game play. It also provides the full spectrum of game interaction experience ranging from the real physical environment (human to human and human to physical world interaction), to augmented reality, to the virtual environment. It allows tangible interactions between players and virtual objects, and collaborations between players in different levels of reality. Thus, the system re-invigorates computer entertainment systems with social human-to-human and human-to-physical touch interactions.


human-computer interaction with mobile devices and services | 2003

Human Pacman: A Mobile Entertainment System with Ubiquitous Computing and Tangible Interaction over a Wide Outdoor Area

Adrian David Cheok; Siew Wan Fong; Kok Hwee Goh; Xubo Yang; Wei Liu; Farzam Farzbiz; Yu Li

Human Pacman is an interactive role-playing game that envisions to bring the computer gaming experience to a new level of emotional and sensory gratification by setting the real world as a playground. This is a physical fantasy game integrated with human-social and mobile-gaming that emphasizes on collaboration and competition between players. By setting the game in a wide outdoor area, natural human-physical movements have become an integral part of the game. Pacmen and Ghosts are now human players in the real world experiencing mixed reality visualization from the wearable computers on them. Virtual cookies and actual physical objects are incorporated to provide novel experiences of seamless transitions between real and virtual worlds and tangible human computer interface respectively. We believe Human Pacman is pioneering a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.


international symposium on mixed and augmented reality | 2002

Interactive theatre experience in embodied + wearable mixed reality space

Adrian David Cheok; Wang Weihua; Xubo Yang; Simon Prince; Fong Siew Wan; Mark Billinghurst; Hirokazu Kato

This paper presents an interactive theatre based on an embodied mixed reality space and wearable computers. Embodied computing mixed reality spaces integrate ubiquitous computing, tangible interaction and social computing within a mixed reality space, which enables intuitive interaction with physical world and virtual world. We believe it has potential advantages to support novel interactive theatre experiences. Therefore, we explored the novel interactive theatre experience supported in the embodied mixed reality space, and implemented live 3D characters to interact with user in such a system.


Interacting with Computers | 2004

An experimental study on the role of 3D sound in augmented reality environment

Zhiying Zhou; Adrian David Cheok; Xubo Yang; Yan Qiu

Abstract Investigation of augmented reality (AR) environments has become a popular research topic for engineers, computer and cognitive scientists. Although application oriented studies focused on audio AR environments have been published, little work has been done to vigorously study and evaluate the important research questions of the effectiveness of three-dimensional (3D) sound in the AR context, and to what extent the addition of 3D sound would contribute to the AR experience. Thus, we have developed two AR environments and performed vigorous experiments with human subjects to study the effects of 3D sound in the AR context. The study concerns two scenarios. In the first scenario, one participant must use vision only and vision with 3D sound to judge the relative depth of augmented virtual objects. In the second scenario, two participants must cooperate to perform a joint task in a game-based AR environment. Hence, the goals of this study are (1) to access the impact of 3D sound on depth perception in a single-camera AR environment, (2) to study the impact of 3D sound on task performance and the feeling of ‘human presence and collaboration’, (3) to better understand the role of 3D sound in human–computer and human–human interactions, (4) to investigate if gender can affect the impact of 3D sound in AR environments. The outcomes of this research can have a useful impact on the development of audio AR systems, which provide more immersive, realistic and entertaining experiences by introducing 3D sound. Our results suggest that 3D sound in AR environment significantly improves the accuracy of depth judgment and improves task performance. Our results also suggest that 3D sound contributes significantly to the feeling of human presence and collaboration and helps the subjects to ‘identify spatial objects’.


Interacting with Computers | 2004

An experimental study on the role of software synthesized 3D sound in augmented reality environments

Zhiying Zhou; Adrian David Cheok; Xubo Yang; Yan Qiu

Abstract Investigation of augmented reality (AR) environments has become a popular research topic for engineers, computer and cognitive scientists. Although application oriented studies focused on audio AR environments have been published, little work has been done to vigorously study and evaluate the important research questions of the effectiveness of 3D sound in the AR context, and to what extent the addition of 3D sound would contribute to the AR experience. Thus, we have developed two AR environments and performed vigorous experiments with human subjects to study the effects of 3D sound in the AR context. The study concerns two scenarios. In the first scenario, one participant must use vision only and vision with 3D sound to judge the relative depth of augmented virtual objects. In the second scenario, two participants must co-operate to perform a joint task in a game-based AR environment. Hence, the goals of this study are (1) to access the impact of 3D sound on depth perception in a single-camera AR environment, (2) to study the impact of 3D sound on task performance and the feeling of ‘human presence and collaboration’, (3) to better understand the role of 3D sound in human-computer and human–human interactions, (4) to investigate if gender can affect the impact of 3D sound in AR environments. The outcomes of this research can have a useful impact on the development of audio AR systems which provide more immersive, realistic and entertaining experiences by introducing 3D sound. Our results suggest that 3D sound in AR environment significantly improves the accuracy of depth judgment and improves task performance. Our results also suggest that 3D sound contributes significantly to the feeling of ‘human presence and collaboration’ and helps the subjects to ‘identify spatial objects’.


advances in computer entertainment technology | 2004

Human Pacman: a mobile wide-area entertainment system based on physical, social, and ubiquitous computing

Adrian David Cheok; Kok Hwee Goh; Wei Liu; Farzam Farbiz; Sze Lee Teo; Hui Siang Teo; Shang Ping Lee; Yu Li; Siew Wan Fong; Xubo Yang

Human Pacman is a novel mixed reality interactive entertainment system that ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by wearable computer, mixed reality, and ubiquitous computing research. We have progressed from the old days of 2D arcade Pacman on screens, with incremental development, to the popular 3D game home console Pacman, and the recent mobile online Pacman. Finally with our research system Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now human players in the real world experiencing computer graphics fantasy-reality by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide unique experiences of seamless transitions between real and virtual worlds. We believe Human Pacman is pioneering a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.


human factors in computing systems | 2004

Human pacman: a wide area socio-physical interactive entertainment system in mixed reality

Adrian David Cheok; Kok Hwee Goh; Farzam Farbiz; Wei Liu; Yu Li; Siew Wan Fong; Xubo Yang; Sze Lee Teo

Human Pacman is a novel mixed reality interactive entertainment system that ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by wearable computer, mixed reality, and ubiquitous computing research. We have progressed from the old days of 2D arcade Pacman on screens, with incremental development, to the popular 3D game home console Pacman, and the recent mobile online Pacman. Finally with our research system Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now human players in the real world experiencing computer graphics fantasy-reality by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide unique experiences of seamless transitions between real and virtual worlds. We believe Human Pacman is pioneering a new form of gaming that anchors on physicality, mobility, social interaction,and ubiquitous computing.


Archive | 2011

Transactions on edutainment V

Zhigeng Pan; Adrian David Cheok; Wolfgang Müller; Xubo Yang

No wonder you activities are, reading will be always needed. It is not only to fulfil the duties that you need to finish in deadline time. Reading will encourage your mind and thoughts. Of course, reading will greatly develop your experiences about everything. Reading transactions on edutainment v is also a way as one of the collective books that gives many advantages. The advantages are not only for you, but for the other peoples with those meaningful benefits.


IWEC | 2003

TOUCH SPACE: AN EMBODIED COMPUTING MIXED REALITY GAME SPACE

Wang Weihua; Xubo Yang; Adrian David Cheok; Mark Billinghurst; Hirokazu Kato

This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the real-world environment as essential elements of the game play, whilst also maintaining the exciting fantasy features of traditional computer entertainment. Our system called “Touch-Space” is an embodied (ubiquitous, tangible, and social) computing based mixed reality (MR) game space which regains the social aspects of traditional game plays. In this novel game space, the real-world environment is an essential and intrinsic game element and the human’s physical context influences the game play. It allows tangible interactions between players and virtual objects, and collaborations between players in different levels of reality. Thus, the system re-invigorates computer entertainment systems with social human-to-human and human-to-physical touch interactions.

Collaboration


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Wei Liu

National University of Singapore

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Kok Hwee Goh

National University of Singapore

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Siew Wan Fong

National University of Singapore

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Mark Billinghurst

University of South Australia

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Hirokazu Kato

Nara Institute of Science and Technology

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Farzam Farbiz

National University of Singapore

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Wang Weihua

National University of Singapore

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Yu Li

National University of Singapore

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Zhiying Zhou

National University of Singapore

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