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- research-articleJanuary 2017
Evaluating sensor placement and modality for activity recognition in active games
ACSW '17: Proceedings of the Australasian Computer Science Week MulticonferenceArticle No.: 61, Pages 1–8https://doi.org/10.1145/3014812.3014875Active games augment physical activity with the immersive elements of computer games running on mobile devices to encourage healthy behaviours in players. Such games rely on automated human activity recognition systems to obtain meaningful input for ...
- research-articleJanuary 2016
From interactive surfaces to interactive game pieces in hybrid board games
Journal of Ambient Intelligence and Smart Environments (JAISE), Volume 8, Issue 5Pages 531–548https://doi.org/10.3233/AIS-160396Recent advances in interactive surfaces and Tangible User Interfaces (TUIs) have created new opportunities for hybrid board games that aim at mixing the social affordances of traditional board games with the interactivity of video games. Within this area ...
- research-articleNovember 2015
Street art gangs: location based hybrid reality game
MUM '15: Proceedings of the 14th International Conference on Mobile and Ubiquitous MultimediaPages 64–74https://doi.org/10.1145/2836041.2836047We present a location based mixed reality game called Street Art Gangs that we have developed to explore the playful appropriation of the hybrid reality comprising of a city center and its detailed virtual replica represented as a 3D virtual model. In ...
- research-articleApril 2015
User-Defined Game Input for Smart Glasses in Public Space
- Ying-Chao Tung,
- Chun-Yen Hsu,
- Han-Yu Wang,
- Silvia Chyou,
- Jhe-Wei Lin,
- Pei-Jung Wu,
- Andries Valstar,
- Mike Y. Chen
CHI '15: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing SystemsPages 3327–3336https://doi.org/10.1145/2702123.2702214Smart glasses, such as Google Glass, provide always-available displays not offered by console and mobile gaming devices, and could potentially offer a pervasive gaming experience. However, research on input for games on smart glasses has been ...
- research-articleDecember 2014
The Mystery of Elin. Incorporating a City Cultural Program on History and Heritage into a Pervasive Game
IE2014: Proceedings of the 2014 Conference on Interactive EntertainmentPages 1–10https://doi.org/10.1145/2677758.2677768This paper reports on the use of mobile terminals in historical spaces to play an adventure game, using a location-based platform to awaken the fantasy and curiosity of children about cultural heritage; the design of a mystery game as the medium to ...
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- abstractOctober 2014
Designing an immersive and entertaining pervasive gameplay experience with spheros as game and interface elements
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 425–426https://doi.org/10.1145/2658537.2661301The Sphero is a robotic remote-controlled ball capable of rolling around on its own in any direction at multiple speeds. Numerous games have been designed for the Sphero for smartphones and tablets. However, most of these games provide an interface for ...
- research-articleJune 2014
Play it our way: customization of game rules in children's interactive outdoor games
IDC '14: Proceedings of the 2014 conference on Interaction design and childrenPages 95–104https://doi.org/10.1145/2593968.2593973In traditional outdoor games, such as tag and hideandseek, children play in groups, and typically changes to the rules are negotiated fluidly, without disrupting the game flow. In contrast, games that are supported by interactive technology are usually ...
- ArticleDecember 2012
Learning by playing in an ambient intelligent playfield
UCAmI'12: Proceedings of the 6th international conference on Ubiquitous Computing and Ambient IntelligencePages 486–498https://doi.org/10.1007/978-3-642-35377-2_67This paper presents an educational Ambient Intelligent (AmI) environment, named AmI Playfield. AmI Playfield is grounded on contemporary learning principles to build a natural playground enriched by computational vision techniques, which provides the ...
- research-articleJune 2012
The final TimeWarp: using form and content to support player experience and presence when designing location-aware mobile augmented reality games
DIS '12: Proceedings of the Designing Interactive Systems ConferencePages 711–720https://doi.org/10.1145/2317956.2318064Designing Augmented Reality location aware games requires an understanding of how form and content issues impact on presence. A study of 60 players was conducted using questionnaires, video analysis and interviews. The results indicate that content ...
- research-articleNovember 2011
Playing in Traffic: pervasive gaming for commuters
IE '10: Proceedings of the 7th Australasian Conference on Interactive EntertainmentArticle No.: 4, Pages 1–3The influx of cycle commuters and the resulting paradigm shift in traffic composition is causing friction between road users. This paper proposes the use of an experimental alternate reality game (ARG) that is also a role-playing game (RPG) layered on ...
- research-articleAugust 2011
Evaluating enjoyment within alternate reality games
Sandbox '11: Proceedings of the 2011 ACM SIGGRAPH Symposium on Video GamesPages 5–10https://doi.org/10.1145/2018556.2018558Alternate Reality Games (ARGs) are interactive narrative experiences which use the real world as the platform of the game. By bringing play out into the real world, ARGs provide players with an opportunity to enjoy both the gameplay, and benefit from ...
- research-articleAugust 2011
Evaluating enjoyment within alternate reality games
SIGGRAPH '11: ACM SIGGRAPH 2011 Game PapersArticle No.: 1, Pages 1–6https://doi.org/10.1145/2037692.2037694Alternate Reality Games (ARGs) are interactive narrative experiences which use the real world as the platform of the game. By bringing play out into the real world, ARGs provide players with an opportunity to enjoy both the gameplay, and benefit from ...
- research-articleNovember 2010
OZCHI 2010 Doctorial Consortium application
OZCHI '10: Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human InteractionPages 438–441https://doi.org/10.1145/1952222.1952331Video games have shown great potential as tools that both engage and motivate players to achieve tasks and build communities in fantasy worlds. We propose that the application of game elements to real world activities can aid in delivering contextual ...
- posterNovember 2010
Pervasive play for everyone using the weather
ACE '10: Proceedings of the 7th International Conference on Advances in Computer Entertainment TechnologyPages 104–105https://doi.org/10.1145/1971630.1971663Casual and pervasive games are difficult to merge. It would be interesting to bring the advantages of pervasive play to the mass market to which casual games are designed for. In this article, a merge of pervasive and casual is proposed through the ...
- research-articleSeptember 2010
panOULU conqueror: pervasive location-aware multiplayer game for city-wide wireless network
Fun and Games '10: Proceedings of the 3rd International Conference on Fun and GamesPages 157–165https://doi.org/10.1145/1823818.1823836We present the design, implementation and evaluation of a novel pervasive location-aware multiplayer game. In the game teams of players try to score points by conquering the real-world access points of a large municipal wireless network. The game is ...
- research-articleSeptember 2010
Rule customization in head-up games
Fun and Games '10: Proceedings of the 3rd International Conference on Fun and GamesPages 144–148https://doi.org/10.1145/1823818.1823834This research examines the feasibility of rule customization for a genre of pervasive games for children called Head-Up Games [11], which are intended to be played outdoors by children and to encourage physical activity and social interaction. An ...
- research-articleJune 2010
OutRun: perversive games and designing the de-simulation of eight-bit driving
FDG '10: Proceedings of the Fifth International Conference on the Foundations of Digital GamesPages 72–78https://doi.org/10.1145/1822348.1822358This paper outlines the development process of a mixed reality video game prototype that combines a classic arcade driving game with a real world vehicle. In this project the user, or player, maneuvers the car-shaped arcade cabinet through actual ...
- ArticleJuly 2009
Collaborative Development and New Devices for Human-Computer Interaction
Proceedings of the 13th International Conference on Human-Computer Interaction. Part I: New TrendsPages 789–795https://doi.org/10.1007/978-3-642-02574-7_88The article pays tribute to the emergence in 1993 of graphical browsers that allow users to address electronic information with a point-and-click interface, and places this development on a par with other important historical events that shaped society ...
- research-articleJune 2009
Elaborating eight elements of fun: Supporting design of pervasive player enjoyment
Computers in Entertainment (CIE), Volume 7, Issue 2Article No.: 25, Pages 1–22https://doi.org/10.1145/1541895.1541905This article presents the validation of the Pervasive GameFlow model (PGF), a model for analyzing player enjoyment in pervasive gaming. The model can be used as both a heuristic guideline for designers and as evaluation criteria in user-centered ...
- research-articleDecember 2008
Participation, collaboration and spectatorship in an alternate reality game
OZCHI '08: Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and HabitatPages 130–139https://doi.org/10.1145/1517744.1517787In this paper we present a study of an Alternate Reality Game (ARG) called MeiGeist -- a cross media game in which narrative elements of a story presented to players across a whole range of on-line and offline media and through which players can interact ...