ACM Home Page
Please provide us with feedback. Feedback
FishPong: encouraging human-to-human interaction in informal social environments
Full text PdfPdf (378 KB)
Source Computer Supported Cooperative Work archive
Proceedings of the 2004 ACM conference on Computer supported cooperative work table of contents
Chicago, Illinois, USA
SESSION: Gaming table of contents
Pages: 374 - 377  
Year of Publication: 2004
ISBN:1-58113-810-5
Authors
Jennifer Yoon  Massachusetts Institute of Technology, Cambridge, MA
Jun Oishi  Massachusetts Institute of Technology, Cambridge, MA
Jason Nawyn  Massachusetts Institute of Technology, Cambridge, MA
Kazue Kobayashi  Massachusetts Institute of Technology, Cambridge, MA
Neeti Gupta  Massachusetts Institute of Technology, Cambridge, MA
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
SIGGROUP: ACM Special Interest Group on Supporting Group Work
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 14,   Downloads (12 Months): 114,   Citation Count: 4
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1031607.1031669
What is a DOI?

ABSTRACT

In this paper we introduce <i>FishPong</i>, an interactive system designed to stimulate informal computer-supported cooperative play (CSCP) in public spaces such as coffeehouses and cafés. <i>FishPong</i> consists of a tabletop tangible user interface (TUI) that allows users to control a fish-themed video game using magnetically tagged coffee cups. <i>FishPong</i> has been designed as an "icebreaker" technology to encourage spontaneous social interaction among coffeehouse patrons. This work serves as an example of how environments might be subtly and unobtrusively augmented in order to facilitate informal human-to-human interaction.


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.

 
1
2
3
 
4
Mandryk, R. and Inkpen, K., "Supporting Free Play in Ubiquitous Computer Games." In UbiComp 2001 Workshop on Ubiquitous Gaming (Atlanta, Georgia, USA, October 2001).
5
 
6
Oldenburg, R. (ed). Celebrating the Third Place: Inspiring Stories about the "Great Good Places" at the Heart of Our Communities. Marlowe & Company, New York, NY, 2000.
7
 
8
 
9
Rogers, Y. and Brignull, H. "Subtle ice-breaking: encouraging socializing and interaction around a large public display." In Public, community and situated displays: Design, use and interaction around shared information displays, CSCW'02 Workshop Proceedings, (New Orleans, Louisiana, USA, November 2002).
 
10


Collaborative Colleagues:
Jennifer Yoon: colleagues
Jun Oishi: colleagues
Jason Nawyn: colleagues
Kazue Kobayashi: colleagues
Neeti Gupta: colleagues