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Cube2Pipes : Investigating Hybrid Gameplay Using AR and a Tangible 3D Puzzle

Sukanya Bhattacharjee, Parag Chaudhuri

TL;DR

The paper introduces Cube2Pipes, a mobile AR game that uses a tangible $2\times2$ Rubik's Cube as an interface to a tabletop AR environment, enabling asset collection and puzzle-solving to progress a pipe-laying task. It evaluates whether hybrid gameplay (virtual plus tangible) captivates users more than virtual-only designs and whether tangible interaction aids understanding of spatial cube moves, while monitoring cognitive load via NASA TLX and sense of presence. A comprehensive user study combines general usability questionnaires, NASA TLX, and presence scales, along with cube-solving comparisons between visual cues and written instructions. Results indicate the hybrid design can be more engaging without significantly increasing workload, aided by effective visual cues for cube solving and a positive sense of presence, though latency and interface polish remain areas for improvement. The findings support the viability of hybrid AR systems for engaging learning experiences and spatial problem-solving, with future work extending to larger cubes, improved visuals, and scalability to broader tasks.

Abstract

We present our game, Cube2Pipes, as an attempt to investigate a unique gameplay design where we use a tangible 3D spatial puzzle, in the form of a 2X2 Rubik's Cube, as an interface to a tabletop mobile augmented reality (AR) game. The game interface adapts to user movement and interaction with both virtual and tangible elements via computer vision based tracking. This game can be seen as an instance of generic interactive hybrid systems as it involves interaction with both virtual and real, tangible elements. We present a thorough user evaluation about various aspects of the gameplay in order to answer the question as to whether hybrid gameplay involving both real and virtual interfaces and elements is more captivating and preferred by users, than standard (baseline) gameplay with only virtual elements. We use multiple industry standard user study questionnaires to try and answer this question. We also try to determine whether the game facilitates understanding of the spatial moves required to solve a Rubik's Cube, and the efficacy of a tangible puzzle interface to a tabletop AR game.

Cube2Pipes : Investigating Hybrid Gameplay Using AR and a Tangible 3D Puzzle

TL;DR

The paper introduces Cube2Pipes, a mobile AR game that uses a tangible Rubik's Cube as an interface to a tabletop AR environment, enabling asset collection and puzzle-solving to progress a pipe-laying task. It evaluates whether hybrid gameplay (virtual plus tangible) captivates users more than virtual-only designs and whether tangible interaction aids understanding of spatial cube moves, while monitoring cognitive load via NASA TLX and sense of presence. A comprehensive user study combines general usability questionnaires, NASA TLX, and presence scales, along with cube-solving comparisons between visual cues and written instructions. Results indicate the hybrid design can be more engaging without significantly increasing workload, aided by effective visual cues for cube solving and a positive sense of presence, though latency and interface polish remain areas for improvement. The findings support the viability of hybrid AR systems for engaging learning experiences and spatial problem-solving, with future work extending to larger cubes, improved visuals, and scalability to broader tasks.

Abstract

We present our game, Cube2Pipes, as an attempt to investigate a unique gameplay design where we use a tangible 3D spatial puzzle, in the form of a 2X2 Rubik's Cube, as an interface to a tabletop mobile augmented reality (AR) game. The game interface adapts to user movement and interaction with both virtual and tangible elements via computer vision based tracking. This game can be seen as an instance of generic interactive hybrid systems as it involves interaction with both virtual and real, tangible elements. We present a thorough user evaluation about various aspects of the gameplay in order to answer the question as to whether hybrid gameplay involving both real and virtual interfaces and elements is more captivating and preferred by users, than standard (baseline) gameplay with only virtual elements. We use multiple industry standard user study questionnaires to try and answer this question. We also try to determine whether the game facilitates understanding of the spatial moves required to solve a Rubik's Cube, and the efficacy of a tangible puzzle interface to a tabletop AR game.
Paper Structure (17 sections, 7 figures, 6 tables)

This paper contains 17 sections, 7 figures, 6 tables.

Figures (7)

  • Figure 1: Augmented visual cues on the cube.
  • Figure 2: Markers used to assist tracking in Cube2Pipes.
  • Figure 3: Game assets and UI. (Asset models courtesy https://free3d.com and https://www.cgtrader.com.)
  • Figure 4: Distribution of the general question scores for the hybrid game. The legends below all the plots shows the mapping between the colors and scores ($1$-$5$).
  • Figure 5: Distribution of NASA TLX question scores for the hybrid game. The legends below all plots shows the mapping between the colors and scores ($1$-$5$).
  • ...and 2 more figures