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.
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CITED BY 14
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Adrian David Cheok , Keng Soon Teh , Ta Huynh Duy Nguyen , Tran Cong Thien Qui , Shang Ping Lee , Wei Liu , Cheng Cchen Li , Diego Diaz , Clara Boj, Social and physical interactive paradigms for mixed-reality entertainment, Computers in Entertainment (CIE), v.4 n.2, April-June 2006
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Geonhyeok Go , Sujung Han , Jongeun Lee , Yuri Choi , Bowen Sun , Youngwoo Park , Donggi Jung , Sungjae Hwang , Changyoung Lim, Hanmadang: entertainment systems for massive face-to-face interaction, Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, December 03-05, 2008, Yokohama, Japan
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Yan Xu , Maribeth Gandy , Sami Deen , Brian Schrank , Kim Spreen , Michael Gorbsky , Timothy White , Evan Barba , Iulian Radu , Jay Bolter , Blair MacIntyre, BragFish: exploring physical and social interaction in co-located handheld augmented reality games, Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, December 03-05, 2008, Yokohama, Japan
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