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Human Pacman: a mobile wide-area entertainment system based on physical, social, and ubiquitous computing
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Source The Australasian Computing Education Conference; Vol. 74 archive
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology table of contents
Singapore
Pages: 360 - 361  
Year of Publication: 2004
ISBN:1-58113-882-2
Authors
Adrian David Cheok  National University of Singapore, Singapore
Kok Hwee Goh  National University of Singapore, Singapore
Wei Liu  National University of Singapore, Singapore
Farzam Farbiz  National University of Singapore, Singapore
Sze Lee Teo  National University of Singapore, Singapore
Hui Siang Teo  National University of Singapore, Singapore
Shang Ping Lee  National University of Singapore, Singapore
Yu Li  National University of Singapore, Singapore
Siew Wan Fong  National University of Singapore, Singapore
Xubo Yang  National University of Singapore, Singapore
Publisher
ACM  New York, NY, USA
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ABSTRACT

Human Pacman is a novel mixed reality interactive entertainment system that ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by wearable computer, mixed reality, and ubiquitous computing research. We have progressed from the old days of 2D arcade Pacman on screens, with incremental development, to the popular 3D game home console Pacman, and the recent mobile online Pacman. Finally with our research system Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now human players in the real world experiencing computer graphics fantasy-reality by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide unique experiences of seamless transitions between real and virtual worlds. We believe Human Pacman is pioneering a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.


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
D. Myers. Computer game semiotics, Play and Culture. 1991.
 
2
M. Weiser. The computer for the 21st century. Scientific American, 265:94--100, March 1991.
 
3
J. Bowlby. Attachment and loss, volume i: Attachment. Basic Book, 1983. New York.
 
4
P. Konami Corporation, 2001.


Collaborative Colleagues:
Adrian David Cheok: colleagues
Kok Hwee Goh: colleagues
Wei Liu: colleagues
Farzam Farbiz: colleagues
Sze Lee Teo: colleagues
Hui Siang Teo: colleagues
Shang Ping Lee: colleagues
Yu Li: colleagues
Siew Wan Fong: colleagues
Xubo Yang: colleagues