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Augmenting the virtual domain with physical and social elements: towards a paradigm shift in computer entertainment technology
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Source Computers in Entertainment (CIE) archive
Volume 2 ,  Issue 4  (October 2004) table of contents
First anniversary issue
SECTION: Games table of contents
Pages: 12 - 12  
Year of Publication: 2004
ISSN:1544-3574
Authors
Carsten Magerkurth  Fraunhofer IPSI
Timo Engelke  Fraunhofer IPSI
Maral Memisoglu  Fraunhofer IPSI
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 20,   Downloads (12 Months): 144,   Citation Count: 13
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ABSTRACT

In this paper, means of enriching computer entertainment experiences by emphasizing physical and social game elements are discussed. A conceptual framework in which the relations between the virtual, the physical, and the social domains are modeled is presented. Interfaces that mediate between the domains are discussed along with a complementary software architecture that helps developing hybrid computer games. Finally, sample games that follow the approach of physical and social augmentation are presented.


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
Beigl, M. and Gellersen, H. 2001. Smart-its: An embedded platform for smart objects. In Proceedings of Smart Objects Conference 2003.
 
2
Bjork, S., Falk, J., Hansson, R., and Ljungstrand, P. 2001. Pirates! using the physical world as a game board. In Proceedings of Interact 2001.
 
3
Bohn, J. 2004. The smart jigsaw puzzle assistant: Using radio frequency technology for building augmented real-world games. In Workshop on Gaming Applications in Pervasive Computing Environments at Pervasive 2004.
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Magerkurth, C. and Stenzel, R. 2003. Computer-supported cooperative play---The future of the game table. In Proceedings of M&C'03.
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Pape, S.,Dietz, L., and Tandler, P. 2004. Single display gaming: Examining collaborative games for multi-user tabletops. In Workshop on Gaming Applications in Pervasive Computing Environments at Pervasive 2004.
 
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Schmidt, A. anddecker, C. 2003. Physical and tangible user interfaces. In Proceedings ofM&C03.
 
11
Shwe, H. 1999. Smarter play for smart toys. Zowie Intertainment White Paper No. 3208.
 
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Streitz, N., Röocker, C., and Prante, T. 2003. Situated interaction with ambient information: Facilitating awareness and communication in ubiquitous work environments. In Proceedings of HCI03. 133-137.
 
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Streitz, N.,Tandler, P.,Müller-tomfelde, C., and Konomi, S. 2001. Roomware: Towards the next generation of human-computer interaction based on an integrated design of real and virtual worlds. In Human-Computer Interaction in the New Millennium, J. A. Carroll, Ed. 553-578.
 
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Zagal, J.,Nussbaum, M., and Rosas, R. 2000. A model to support the design of multiplayer games. Presence: Teleoperators and Virtual Environments.

CITED BY  13

Collaborative Colleagues:
Carsten Magerkurth: colleagues
Timo Engelke: colleagues
Maral Memisoglu: colleagues