Using Unity 3D To Facilitate Mobile Augmented Reality Game Development

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2014 IEEE World Forum on Internet of Things (WF-IoT)Using Unity 3D to Facilitate Mobile AugmentedReality Game DevelopmentSung Lae Kim, Hae Jung Suk,Jeong Hwa Kang, Jun Mo JungTeemu H. Laine, Joonas WestlinDepartment of Information and Computer EngineeringAjou UniversitySuwon, Korea{tlaine, jwestlin}@ajou.ac.krDepartment of Digital MediaAjou UniversitySuwon, Korea{sunglaess, dbdip, kjhca0818, speedfinger}@ajou.ac.krthis study we focus on mobile augmented reality (mobile AR)which is enabled by handheld devices such as smartphones.Mobile AR enables unobtrusive gathering, managing andutilizing contextual information and providing AR-enhancedservices based on the user's context.Abstract— Mobile augmented reality (mobile AR) enablesvirtual content such as 3D models, animations and annotations tobe placed on top of a real world objects in any context. Weapplied mobile AR to develop the Calory Battle AR exergame totackle worldwide childhood obesity. In this game the player findsand defuses virtual calory bombs in a real world environment.Specifically, we present the development of two game versions.First prototype was created without a third party game engineand it led to many challenges. To explore solutions to thesechallenges, we created a new version of game with the Unity 3Dgame engine. Using the Unity 3D, the game development processwas simplified. A mixed-method usability evaluation on childrenand university students indicated that especially interaction withAR content and user interface clarity were improved in the Unity3D version. This study produced three important contributions:1) a novel mobile AR exergame to motivate children to move; 2)reimplementation of the game using the Unity 3D; and 3) resultsof a usability evaluation comparing two game versions. Weexpect that game engines such as the Unity 3D will becomeessential for AR game development in the future.One of the great challenges in developed countries such asUK, South Korea and New Zealand is that obesity rates in allage groups have been on the rise while physical activity rateshave been declining[5-7]. According to the World HealthOrganization, the worldwide obesity has nearly doubled since1980 and more than 40 million children under the age of fivewere overweight in 2011[8]. To tackle this challenge, we haveset to harness the power of smartphones and mobile AR todevelop exergames (exercise games) for children and youngadults which aim at making exercise more fun. Exergame isvideo games that are provide player with physical exercise.There are many ways to participate in exergaming throughsystems such as Nintendo Wii, Xbox Kinect, PlayStationEyeToy. In this paper we will focus on mobile exergame suchas GeoBoids[9], Walk2Build[10], SmartRabbit[11].Keywords—exercise; mobile game; game engine; augmentedreality; usabiltyI.In this paper we explain our experiences and challenges indeveloping Calory Battle AR, a mobile AR exergame.Specifically, we present the development of two prototypes ofthe game: one without an existing 3D game engine and onewith the Unity 3D game engine. Second prototype was createdby undergraduate students on an animation production courseto alleviate the challenges met in the development of the firstprototype. We also analyze previous studies on AR systems,perform a usability study between two versions of CaloryBattle AR and discuss the findings.INTRODUCTIONToday, ubiquitous technologies develop rapidly and arewidely spread. As a consequence, many citizens in developedcountries use the smartphones in which making phone calls hasbecome a secondary function. Smartphone platforms, such asiOS and Android, provide not only highly sophisticatedcomputing and context sensing infrastructure but also openmarkets which contain a variety of applications and services forusers to benefit from. With the prevalence of smartphones, theinteraction between humans and the context through ubiquitoustechnology has been given more attention. One of the means toenrich this interaction is augmented reality (AR) in whichvirtual content is placed on top of a real world camera view.AR can provide additional contextual information and enablemore realistic interaction experience with virtual content. Atthe moment of writing this paper, there are hundreds, if notthousands, AR applications available for smartphones. Manyresearches have been conducted on augmented reality in thefields such as tourism[1], shopping[2], education[3] andentertainment[4]. Early AR applications required the user tocarry a computer and a Head Mounted Display (HMD) but in978-1-4799-3459-1/14/ 31.00 2014 IEEEII.BACKGROUNDA. Augmented Reality SystemsIn early augmented reality systems the users carried acomputer and/or some form of Head-Mounted Display (HMD).MARS, Studierstube, AR Quake, AR Pacman are examples ofsuch early AR systems. MARS (Mobile Augmented RealitySystems)[12] consist of a computer with 3D graphicsacceleration, GPS, See-through HMD, wireless LAN and othercomponents. Studierstube[13] is wearable augmented realitysystem that makes user to interact with the augmented object21

2014 IEEE World Forum on Internet of Things (WF-IoT)communications which, in turn, inflict latency to userexperience.by a pen and pad User equips laptop on his back, a helmetwith video output device and webcam and use pen and padwhich are track optically by markers and camera. ARQuake[14] and AR Pacman[4] are examples of games that useaugmented reality technology. Specifically these areadaptations of augmented reality to popular Quake FPS andPacman arcade games, respectively. Both game use wearablecomputers for data processing and require See-through HMDsto show information to the user.Because of these limitations smartphones containing acamera, high performance processing unit, high resolutiondisplay and context sensing capabilities have emerged aspotential platforms for implementing mobile augmentedreality. Yet, implementation of AR can still be a complex task.Today there are many AR libraries, such as Qualcomm’sVuforia, to alleviate this problem but they often lack directsupport for processing of and interacting with virtual objectsfor the purpose of gaming. This, in turn, can increase timerequired for the development of mobile AR games.AR Phone, MobiAR and GeoBoids are examples of mobileAR that are based on handheld devices instead of wearablecomputers and HMDs. As a consequence, the user does nothave to carry special hardware which improves mobility. ARPhone[15] is study where a mobile phone with limitedprocessing capabilities is used to provide an augmented realityinterface in smart environments. In the AR Phone system highprocessing tasks such as image processing are performed onthe AR server and the phone merely performs the role ofviewer. MobiAR[16] is Android application that providestourist information with augmented reality. When usersobserve the real world through the MobiAR, the view isaugmented with information of their location. With multimediacontent, users can access useful information to plan their routesin the city. GeoBoids[9] is an exergame that uses AR onsmartphones. The game provides Field and Arcade modeswhere the player has to search and capture virtual GeoBoidscreatures in an outdoor real world environment. Interactionbetween the player and augmented reality objects is simplewhich is just touch or swipe on the smartphone screen. To ourknowledge GeoBoids and Calory Battle AR are the onlyresearch outcomes of exergames utilizing mobile AR.In next section, we introduce a mobile AR exergameCalory Battle AR that overcomes the aforementionedlimitations. Additionally, in second iteration of thedevelopment process we explore the combination of Unity 3Dgame engine with AR to speed up the development and enrich3D environment.III.CALORY BATTLE AR DEVELOPMENTA. Concept and Implementation of the First PrototypeCalory Battle AR is an Android-based augmented realitymobile game which aims at promoting physical activity amongchildren but it can also be enjoyed by adults. It is different fromconsole-based exergames (e.g. some of Nintendo Wii games)in that it is based on the real world context, thus including anadditional motivation through context exploration. The gamecan be easily deployed at different locations because it does notrequire any special equipment other than an Androidsmartphone and printed image targets representing augmentedreality content.B. Challenges in AR Development and UsePast augmented reality systems suffered from limitations ofmobile technology and IT infrastructure. These limitationscause the developers and users to experience several challengesas described below.Firstly, using special AR hardware such as HMD has someproblems. HMD disrupt the view of vision and may causeinconvenience to the user. In addition, if HMD has lowresolution, it causes difficulties to recognize augmented objectand distortion of the sight that differ from real world.Moreover, special hardware is less accessible than commondevice such as smartphone. The latest example of specialhardware for AR is Google Glass, which is wearable computerwith an optical head mounted display. Although its technologyis sophisticated and design unobtrusive, Google Glass iscurrently too expensive to normal users. Another problem ofGoogle Glass is that the current version cannot be used bypeople who wear ordinary glasses.Fig. 1.Secondly, implementing augmented reality and buildingmobile computing interfaces require much time and effort fromthe developers. In the past, memory and data processingcapabilities of mobile devices were significantly lower thantoday. As shown in AR Phone system, high data processingtasks can be delegated to an external server which performsnecessary computations. This issue requires developers to buildan infrastructure for external data processing andThe Calory Battle AR story features the Dews, the goodguys, and the Caloroids, the bad guys. The Dews extractenergy from our sweat and with that energy, they cast spells onus that make our bodies healthier and mind sharper. TheCaloroids hate sweat and thus want to stop us from sweatingand to become unhealthy. The player's role is to help the Dewsby finding and defusing calory bombs that have been placed22Basic concept of first prototype’s game flow

2014 IEEE World Forum on Internet of Things (WF-IoT)around a geographical area by the Caloroids. There is a globaltime limit for finding the bombs so the player must go fromone bomb to another one.C. Calory Battle AR with Unity 3DTo solve aforementioned challenges, we created a newversion of game by Unity 3D and Vuforia AR Extension forUnity. Unity 3D is a feature rich, fully integrated developmentengine that provides out-of-the-box functionality for thecreation of interactive 3D content. Using Unity, you canpublish to multiple platforms such as PC, Web, iOS, Androidand Xbox[17]. Complete toolset, intuitive workspace and onthe-fly play testing and editing feature of Unity makesdevelopers to save the time and effort. The Vuforia ARExtension for Unity enables vision detection and trackingfunctionality within the Unity and allows developers to createAR applications and games easily[18].Figure 1 shows basic concept of game flow. The playerbegins by locating the bomb using GPS map. After finding animage target in real world, the player start the analyzing screenand AR bomb model is appears on the top of image target.Then the bomb's local countdown timer is started at a randomtime from 10-60 seconds during which the player must defusethe bomb. A bomb should be defused by careful removal ofvirtual fuses in correct order with the Multitool which isanother AR model representing a dewdrop. The fuses haveappearance of unhealthy food such as pizza and hamburger.The player earns points by defusing the bombs and forremaining time at the end of the game (i.e. when all bombshave been defused or exploded). After finishing the game, theplayer can upload score to a hall of fame website where theycan be compared against other players’ scores.The first prototype Calory Battle AR and the new Unityversion share the same basic frame as shown in Figure 2.Players have to find virtual bombs indicated by a map anddefuse them by AR interaction. The way of interacting with thebomb is different. In the first prototype, the bomb is defusedwith the Multitool. This interaction uses two differentaugmented reality objects. However, it was confirmed in userfeedback that the distance between two objects is not clear anddefusing require high precision. The Unity version of gameuses virtual buttons to provide more intuitive and more userfriendly interaction. A virtual button is a virtual object that isdrawn on a marker and it can be pressed by finger directly.Additionally, by placing the floating food images on eachbuttons, it made user to distinguish button objects more clearly.Finally, static indoor map was used instead of GPS map todemonstrate the game.B. Challenges in the First PrototypeThe first prototype of Calory Battle AR was created usingthe Vuforia AR library but without any third party rendering orgame engine. This design decision caused various challengesrelated to loading, processing and presenting AR content.When a 3D model is loaded manually in Vuforia it must begiven several parameters such as coordinates and factors fortranslation, scaling and rotation. These parameters affect howthe model appears on top of the image target. If one wants to,say, rotate a model after the user has interacted with it, this hasto be done manually by the programmer. Thus, makingdynamic changes to the content on-the-fly is tedious at best.Furthermore, there is no physics engine to support realisticgame object manipulation effects.After a model has been loaded, it is rendered by theprogrammer using OpenGL library calls. Lack of renderingengine means there is also no direct support for shaders whichare required for drawing special effect on the models. As aresult, model appearance lacks the final artistic touch thatwould make it look more realistic. Finally, scene backgroundsare not used – the only 3D content is the game objects drawnon image targets.There is no support for animations in the vanilla VuforiaAR library. To create animated countdown timer and bombexplosion, the programmer had to manually swap images tocause animation effects. For simple and repeating animationsthis is not a big issue but dynamic animations are not feasible.Fig. 2. Basic concept of Calory Battle AR with Unity 3D’s game flowUsing Unity 3D enabled several visual improvements. Thegraphical expression of the augmented objects became moreprecise by using Unity’s built in shaders. As result, augmented3D model appearance looks more realistic and graphicmodification was quick with on-the-fly play testing and editingfeature. We can also express more realistic manipulationeffects by Unity’s built in physics engine. Although animationwas not implemented in this game, it would be possible tocreate animated bomb explosion or other effects.The only way of interaction in the bomb defusing screen isto use the Multitool (or back button). Adding more interactionmodalities would require programming each of them into thegame. Collision detection, which is a prerequisite for gameobject interaction, is done manually by checking whetherbounding boxes of two game objects intersect. Due to our lackof experience in 3D game programming, this solution, togetherwith loading and rendering 3D content, makes the gameloading and rendering performance suboptimal.There are some added values with Unity 3D to thedevelopment work. Complete toolset feature of Unity makeswriting the code more intuitive. Developers can see therelations between programming code and game objects visually.23

2014 IEEE World Forum on Internet of Things (WF-IoT)Developers also do not have to assume and adjust values justby code and they can check how an object reacts to propertychanges immediately. In addition, communication betweenprogramming part and graphic part was smooth because Unityenhances the link between both parts. These properties of Unityspeeded up the game development process greatly. Unity 3Dalso supports various formats such as .max, .mb, .fbx, .obj, thusallowing detailed and systemic interoperation with otherprograms.IV.USABILITY EVALUATIONTable I shows the evaluation setting with demographicinformation. We used a mixed-method questionnaire (inKorean) that included open-ended and multiple choicequestions with Likert scale (5 strongly agree, 1 stronglydisagree). Pre-test part of the questionnaire collectedparticipant's background information about feelings towardsport and games. Post-test part of the questionnaire measuredparticipant's perceptions on motivation, usability, gameactivities and game's appropriateness. In this evaluation weonly analyzed statements related to usability. Evaluation startedby researchers explaining the game concept and how to defusebombs after which the players filled in the pre-testquestionnaire. In the first prototype evaluations, the playerswere divided into two teams and they were given 20 minutes toplay in university campus. In Unity version evaluation theplayers played individually for 5 minutes inside a universitybuilding. Researchers observed and took notes on gameplay.After playing game, players filled in the post-test questionnaire.TABLE I.Fig. 3. Evaluation of usabilityMajority of players agreed that playing with phone was easy inthe Unity version, but still there remain some problems thatwere identified by the players: Holding phone with one hand, it was difficult tomatching finger’s position though the screen. (M24) Reflected light on the image target causes error inoperating virtual button. (M24)Figure 4 shows evaluation of clarity. First two statementswere only used in evaluation of the Unity version. The mapclarity was considered of poor quality in the first prototype.This was due to temporary problem with Google Maps tileresolution. Qualitative feedback also suggested this: Map resolution is not good so it was a little bit hard.(M29)However, the Unity version received high score regardingmap screen. This is possibly because the Unity version uses astatic indoor map with a very simple design. This also explainsdifference between easiness of map reading in Figure 3.EVALUATION SETTINGFirst prototypePrimary schoolstudentsUnity ober 2012March 2013September 2013Sample size111811Male/Female7/416 / 211 / 0Average age1324LocationOutdoor university campusin Korea24Indoor classroomsin KoreaCompared to the first prototype, the Unity version receivedmore positive answers in usability as shown in Figure 3.Difficulty of defusing bomb was improved in the Unity versionby using virtual buttons instead of the Multitool. Using theMultitool was seen as a challenge in first prototype by severalplayers, for example:Fig. 4. Evaluation of clarity3D model of Unity version’s clarity received positivescores from the players but some were still not satisfied withthe bomb’s shape both in the first prototype and Unity version: When the bomb is on ground, it is hard to push the fuseexactly. It would be better if the fuse is a little higher.(M21) Design bombs more realistic. (F13, the first prototype) I think bomb’s shape should be more like a real bomb.(M25, Unity version)We added questions to the Unity version questionnaire forevaluating whether players liked virtual buttons. All gamecontrol functions were appreciated by majority of players as24

2014 IEEE World Forum on Internet of Things (WF-IoT)shown in Figure 5. As we mentioned earlier, the Unity versiondiminished the difficulty of defusing bombs of the firstprototype by virtual buttons.light. First of these challenges can be solved by encouragingthe players to form teams. As one player holds the mobiledevice, the other can perform defusing with greater stability.The second challenge relates to augmented reality’s inherentrequirement for suitable light condition. This can be remediedby careful positioning of image targets to locations withsufficient light levels and no reflections.Fourth, high scores are wiped out whenever the game isrestarted. So instead of saving high scores in the game, thegame calculates a rank (A, B, C or D) so that players cancompete against each other but this competition can only bedone locally. To solve this problem, a web server with adatabase is needed for persistent and shareable high scores.Fig. 5. Evaluation of Game controlLastly, map is too inflexible to play in other places. Thereis no GPS or indoor positioning feature in the Unity version, sothe player’s location is not indicated on the map. The map’simage is static so it should be customized for every gamelocation. A solution is to make the map adaptable to theplayer’s location using GPS, for example.Overall, the Unity version outperformed the first prototypeespecially in aspects of interaction with AR content and userinterface clarity according to player’s feedback from the Unityversion’s questionnaire: Interaction with invisible thing was enjoyable. (M23) The way of interaction with augmented reality wasinteresting. (M24)V.VI.CONCLUSIONSmartphone-based mobile AR solves challenges that pastAR systems had, including inconvenience of head-mounteddisplays and computer backpacks as well as requirement ofexternal data processing infrastructure. We described twoversions of Calory Battle AR exergame that utilizes mobile ARas a means of visualization and interaction. In Calory BattleAR, the player’s role is to find and defuse virtual calory bombsin a real world environment. First prototype of the game wascreated without a third party rendering or game engine. Thisled to many challenges related to 3D data processing andpresentation. To solve these challenges, we designed a newversion of game with the Unity3D game engine. The gamedevelopment process was significantly faster and required farless programming than the first prototype development.Usability evaluation indicated that the Unity versionoutperformed the first prototype especially in aspects ofinteraction with AR content and user interface clarity. One ofaspect that improved user experience is virtual buttons. Theymade it possible for players to have more realistic interactionby using their fingers directly. Graphical expression was alsoenhanced by using Unity’s built-in shaders.DISCUSSIONWe solved some of the first prototype’s challenges by usingUnity 3D. Other challenges, such as interaction with the bomb,were solved by re-design of game interaction. Virtual buttonsmade it possible for players to have more intuitive interactionby using their fingers directly. Another improvement was madeon the graphical expression with Unity’s built-in shaders.Moreover, its Unity’s complete toolset made programmingmore intuitive and fast. However, there are still somechallenges to be solved in future.First, both versions of the game have the same challengerelated to the way Vuforia handles locations of different targets.All targets tracked by Vuforia have their own coordinatesystem, with the origin being in the center of the target. Inregular 3D games the coordinate system is typically uniformfor all objects which make for example collision detection easy.In the first prototype we had to take the model view matrix oftarget A, invert it, and then multiply it with the transposedmodel view matrix of target B. This created an offset matrixwith which one can multiply by points in 3D space to producethe coordinates in the other target's coordinate space. Thisentails more calculations that are required for something ascommon as collision detection, so the matrix calculationalgorithms should be highly optimized.This study produced three important contributions. Firstly,we presented a mobile AR exergame. This is significantbecause up to date there are only few exergames that utilize theaffordances of augmented reality. Secondly, we utilized Unity3D to implement a version of Calory Battle AR. In the processwe analyzed the challenges of developing a mobile AR gameand how Unity 3D can solve some of those challenges. Theseexperiences can be beneficial to other AR game developerswho seek to facilitate AR game development process whileenriching AR content visualization and interaction. Thirdly, wepresented the results of a usability evaluation comparing twoversions of Calory Battle AR. The usability evaluation drewinteresting results such as defusing with a finger is morecomfortable than defusing with a multitool. These resultsindicated points of success and failure which form the basis forfuture improvements, but a deeper comparison should be doneSecond, as shown in the user feedback on clarity, the calorybomb’s design should be changed. The bomb’s texture qualitywas improved in the Unity version but its design is stillunsatisfactory to some users. Users hardly recognized that thebomb’s shape is similar to fat (as the game story suggests). Weshould also emphasize the background story of the game toconvey the meaning of the bomb’s shape.Third, two usability challenges identified by players’qualitative feedback related to difficulty of defusing the bombwhile playing alone and virtual button error caused by reflected25

2014 IEEE World Forum on Internet of Things (WF-IoT)in the future to understand underlying reasons for improveusability.[7]Despite of solving many challenges by using Unity 3D,several issues remain to be addressed in future research assuggested in discussion. Unity version of the game wasdeveloped from scratch as a proof-of-concept, thus it lackssome features such as GPS, collision detection betweenmultiple AR objects and, most important of all, flexibility interms of game content management. In future research we seekto integrate these two versions but this task will requiresignificant efforts as underlying systems are quite different.Finally, user evaluation should be widened to cover largersample sizes and deepened with more detailed instruments.[8][9][10]ACKNOWLEDGMENTThis paper is supported by Unity Technologies Korea.[11][12]REFERENCES[1][2][3][4][5][6]M. T. Linaza, D. Marimón, P. Carrasco, R. Álvarez, J. Montesa, S. R.Aguilar, and G. Diez, “Evaluation of mobile augmented realityapplications for tourism destinations,” In Proceedings of theInternational Conference on Information and CommunicationTechnologies in Tourism, Helsingborg, Sweden, 2012, pp. 260-271.W. Zhu, C.B. Owen, H. Li, and J-H. Lee, “Design of the PromoPad: anautomated augmented reality shopping assistant,” In Proceedings of the12th Americas Conference on Information Systems, Acapulco, Mexico,2006.H. Kaufmann and D. Schmalstieg, “Mathematics and geometryeducation with collaborative augmented reality,” Computers &Graphics, Vol. 27, no. 3, 2003, pp. 339-345.A. D. Cheok, K. H. Goh, W. Liu, F. Farbiz, S. W. Fong, S. L. Teo, Y.Li, and X. Yang, “Human Pacman: a mobile, wide-area entertainmentsystem based on physical, social, and ubiquitous computing,” Personaland Ubiquitous Computing, Vol. 8, no. 2, 2004, pp. 71-81.Department of Health, “White Paper - Saving Lives: Our HealthierNation,” UK Government, 1999, Available at: http://goo.gl/QWO5Tq(Accessed 20 August, 2013).J-Y. Kim, B-K. Choe, J-M. Choi, C-G. Lee, J-S. Moon, E-K. Jeong, YT. Kim, J-H. Choi, K-S. Choi, and J-H. Lee, “Prevalence of childhood[13][14][15][16][17][18]26and adolescent obesity in Korea,” In Proceedings of the 134th AnnualMeeting & Exposition of APHA, Boston, MA, 2006.R. M. McLean, J. A. Hoek, S. Buckley, B. Croxson, J. Cumming, T.Ehau, A. F. Tanuvasa, M. Johnston, J. Mann, and G. Schofield, “HealthyEating – Healthy Action”: evaluating New Zealand’s obesity preventionstrategy. BMC Public Health, Vol. 9, no. 452, 2009.World Health Organization, Obesity and overweight – Fact sheet no311, May 2012. Available at: http://goo.gl/LXPEqf (Accessed 20August, 2013).R. W. Lindeman, G. Lee, L. Beattie, H. Gamper, R. Pathinarupothi, andA. Akhilesh, “GeoBoids: A mobile AR application for exergaming”, InProceedings of International Symposium on Mixed and AugmentedReality, 2012, pp. 93-94.I. Hamilton, G. Imperatore, M. Dunlop, D. Rowe, and A. Hewitt,"Walk2Build: a GPS game for mobile exergaming with cityvisualization," MobileHCI '12 Proceedings of the 14th internationalconference on Human-computer interaction with mobile devices andservices companion, 2012, pp. 17-22.D. R. Marins, M. de O. D. Justo, G. B. Xexeo, B. de A. M. Chaves, andC. D'Ipolitto, "SmartRabbit: A mobile exergame using geolocation,"SBGAMES '11 Proceedings of the 2011 Brazilian Symposium onGames and Digital Entertainment, 2011, pp. 232-240.T. Höllerer, S. Feiner, T. Terauchi, G. Rashid, and D. Hallaway,“Exploring MARS: Developing indoor and outdoor user interfaces to amobile augmented reality system”, IEEE Computers Graphics andApplications, Vol. 23, No. 6, 1999, pp.779-785.D. Schmalstieg, A. Fuhrmann, and G. Hesina, “Bridging multiple userinterface dimensions with augmented reality,” IEEE and ACMInternational Symposium on Augmented Reality 2000, 2000, pp. 20-29.W. Piekarski and B. Thomas, "ARQuake: the outdoor augmented realitygaming system," Communication of the ACM Vol. 45, no. 1, 2002, pp.36-38.M. Assad, D.J. Carmichael, D. Cutting, A. Hudson, "A demonstration ofmobile augmented reality," In OzCHI Demo Section, 2003.M.T. Linaza, D. Marimón, P. Carrasco, R. Álvarez, J. Montesa, S.R.Aguilar, and G. Diez, “Evaluation of mobile augmented realityapplications for tourism destinations,” In Proceedings of theInternational Conference on Information and CommunicationTechnologies in Tourism, Helsingborg, Sweden, 2012, pp. 260-271Unity3D, What is Unity?, Available at: http://goo.gl/n3YtYX, (Accessed2 October, 2013).Vuforia Developer, Getting Started with the Unity Extension, Availableat: http://goo.gl/u0DUW6, (Accessed 2 October, 2013).

Specifically, we present the development of two prototypes of the game: one without an existing 3D game engine and one with the Unity 3D game engine. Second prototype was created by undergraduate students on an animation production course to alleviate the challenges met in the development of the first prototype.

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