Using a Movable RFID Antenna to Automatically Determine the Position and Orientation of Objects on a Tabletop

  • Steve Hinske
  • Marc Langheinrich
Part of the Lecture Notes in Computer Science book series (LNCS, volume 5279)

Abstract

Augmented tabletop games support players by sensing the context of game figures (i.e., position and/or orientation) and then using this information to display additional game information, or to perform game related calculations. In our work we try to detect the position and orientation of game figures using small, unobtrusive passive RFID tags. In order to localize our multi-tagged objects, we use a small movable antenna mounted underneath the table to scan the game environment. While this approach is not capable of real-time positioning, it achieves a very high accuracy on the order of a few millimeters. This article describes our experimental setup, discusses the trade-off between speed and accuracy, and contrasts our approach with a multi-antenna setup.

Keywords

Radio-Frequency Identification (RFID) Object Detection Miniature War Games Localization 

References

  1. 1.
    Decker, C., Kubach, U., Beigl, M.: Revealing the Retail Black Box by Interaction Sensing. In: 23rd International Conference on Distributed Computing Systems Workshops (ICDCSW 2003) (2003)Google Scholar
  2. 2.
    Eriksson, D., Peitz, J., Björk, S.: Enhancing Board Games with Electronics. In: PerGames 2005, 2nd International Workshop on Pervasive Gaming Applications at Pervasive 2005 (2005)Google Scholar
  3. 3.
    Fleisch, E., Mattern, F. (eds.): Das Internet der Dinge - Ubiquitous Computing und RFID in der Praxis. Springer, Heidelberg (2005)Google Scholar
  4. 4.
    Hinske, S.: Determining the Position and Orientation of Multi-Tagged Objects Using RFID Technology. In: PerTec Workshop 2007 at IEEE International Conference on Pervasive Computing and Communications (PerCom) (2007)Google Scholar
  5. 5.
    Hinske, S., Langheinrich, M.: An RFID-based Infrastructure for Automatically Determining the Position and Orientation of Game Objects in Tabletop Games. In: Magerkurth, C., Röcker, C. (eds.) Concepts and Technologies for Pervasive Games - A Reader for Pervasive Gaming Research, vol. 1, pp. 311–336. Shaker Verlag (2007)Google Scholar
  6. 6.
    Krohn, A., Zimmer, T., Beigl, M.: Enhancing Tabletop Games with Relative Positioning Technology. In: Advances in Pervasive Computing, Österreichische Computer Gesellschaft (2004)Google Scholar
  7. 7.
    Magerkurth, C., Stenzel, R., Prante, T.: STARS - A Ubiquitous Computing Platform for Computer Augmented Tabletop Games. In: Ljungstrand, P., Brotherton, J. (eds.) UbiComp 2003. Springer, Heidelberg (2003)Google Scholar
  8. 8.
    Mandryk, R.L., Maranan, D.S., Inkpen, K.M.: False Prophets: Exploring Hybrid Board/Video Games. In: Extended Abstracts of CHI 2002 (2002) Google Scholar
  9. 9.
    Schmidt, A., Van Laerhoven, K., Strohbach, M., Friday, A., Gellersen, H.-W.: Context Acquistion based on Load Sensing. In: Borriello, G., Holmquist, L.E. (eds.) UbiComp 2002. LNCS, vol. 2498. Springer, Heidelberg (2002)Google Scholar
  10. 10.
    TecO, Ubicomp Research and Projects at TecO: SmartShelf, http://www.teco.uni-karlsruhe.de/research/ubicomp/smartshelf/
  11. 11.
    The Bat System, 3D Ultrasonic Positioning for People and Objects, University of Cambridge, http://www.cl.cam.ac.uk/Research/DTG/research/wiki/BatSystem
  12. 12.
    Tse, E., Greenberg, S., Shen, C., Forlines, C.: Multimodal Multiplayer Tabletop Gaming. In: PerGames 2006, 3rd International Workshop on Pervasive Gaming Applications at Pervasive 2006, pp. 139–148 (2006)Google Scholar
  13. 13.
    Ubisense System, http://www.ubisense.net

Copyright information

© Springer-Verlag Berlin Heidelberg 2008

Authors and Affiliations

  • Steve Hinske
    • 1
  • Marc Langheinrich
    • 2
  1. 1.Inst. for Pervasive ComputingETH ZurichZurichSwitzerland
  2. 2.Faculty of InformaticsUniversity of Lugano (USI)LuganoSwitzerland

Personalised recommendations