| MIND-WARPING: towards creating a compelling collaborative augmented reality game |
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International Conference on Intelligent User Interfaces
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Proceedings of the 5th international conference on Intelligent user interfaces
table of contents
New Orleans, Louisiana, United States
Pages: 256 - 259
Year of Publication: 2000
ISBN:1-58113-134-8
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Authors
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Thad Starner
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Contextual Computing Group, College of Computing, Georgia Institute of Technology, Atlanta, GA
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Bastian Leibe
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Contextual Computing Group, College of Computing, Georgia Institute of Technology, Atlanta, GA
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Brad Singletary
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Contextual Computing Group, College of Computing, Georgia Institute of Technology, Atlanta, GA
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Jarrell Pair
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Contextual Computing Group, College of Computing, Georgia Institute of Technology, Atlanta, GA
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| Bibliometrics |
Downloads (6 Weeks): 8, Downloads (12 Months): 64, Citation Count: 21
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ABSTRACT
Computer gaming offers a unique test-bed and market for advanced concepts in computer science, such as Human Computer Interaction (HCI), computer-supported collaborative work (CSCW), intelligent agents, graphics, and sensing technology. In addition, computer gaming is especially well-suited for explorations in the relatively young fields of wearable computing and augmented reality (AR). This paper presents a developing multi-player augmented reality game, patterned as a cross between a martial arts fighting game and an agent controller, as implemented using the Wearable Augmented Reality for Personal, Intelligent, and Networked Gaming (WARPING) system. Through interactions based on gesture, voice, and head movement input and audio and graphical output, the WARPING system demonstrates how computer vision techniques can be exploited for advanced, intelligent interfaces.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 21
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Martin Flintham , Steve Benford , Rob Anastasi , Terry Hemmings , Andy Crabtree , Chris Greenhalgh , Nick Tandavanitj , Matt Adams , Ju Row-Farr, Where on-line meets on the streets: experiences with mobile mixed reality games, Proceedings of the SIGCHI conference on Human factors in computing systems, April 05-10, 2003, Ft. Lauderdale, Florida, USA
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Nicholas Cooper , Aaron Keatley , Maria Dahlquist , Simon Mann , Hannah Slay , Joanne Zucco , Ross Smith , Bruce H. Thomas, Augmented Reality Chinese Checkers, Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, p.117-126, June 03-05, 2005, Singapore
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Benjamin Avery , Wayne Piekarski , James Warren , Bruce H. Thomas, Evaluation of user satisfaction and learnability for outdoor augmented reality gaming, Proceedings of the 7th Australasian User interface conference, p.17-24, January 16-19, 2006, Hobart, Australia
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Bastian Leibe , Thad Starner , William Ribarsky , Zachary Wartell , David Krum , Justin Weeks , Bradley Singletary , Larry Hodges, Toward Spontaneous Interaction with the Perceptive Workbench, IEEE Computer Graphics and Applications, v.20 n.6, p.54-65, November 2000
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Benjamin Avery , Bruce H. Thomas , Joe Velikovsky , Wayne Piekarski, Outdoor augmented reality gaming on five dollars a day, Proceedings of the Sixth Australasian conference on User interface, p.79-88, January 30-February 03, 2005, Newcastle, Australia
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Steve Benford , Andy Crabtree , Martin Flintham , Adam Drozd , Rob Anastasi , Mark Paxton , Nick Tandavanitj , Matt Adams , Ju Row-Farr, Can you see me now?, ACM Transactions on Computer-Human Interaction (TOCHI), v.13 n.1, p.100-133, March 2006
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