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Towards guidelines for designing augmented toy environments
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Source Designing Interactive Systems archive
Proceedings of the 7th ACM conference on Designing interactive systems table of contents
Cape Town, South Africa
Pages 78-87  
Year of Publication: 2008
ISBN:978-1-60558-002-9
Authors
Steve Hinske  ETH Zurich, Switzerland
Marc Langheinrich  ETH Zurich, Switzerland
Matthias Lampe  ETH Zurich, Switzerland
Sponsors
: Nokia
Microsoft : Microsoft
ACM: Association for Computing Machinery
: SAP
: University of Cape Town
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

Combining interactive technology with traditional toys promises to significantly enhance the educational value of children's play. Designing such augmented toy environments, however, requires designers to take both the traditional, technology-less nature of the toy, and the novel interactive aspects of the newly accessible virtual environment into account. This article attempts to present a unified set of guidelines for the design and implementation of augmented toy environments, drawing upon existing literature in traditional and educational toy and game design, as well as our own experiences in building mixed reality game environments. We also offer practical advice on the use of these guidelines by reporting on our own augmented toy environment for young children, called the Augmented Knight's Castle, which encourages learning about the Middle Ages in a playful way.


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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Collaborative Colleagues:
Steve Hinske: colleagues
Marc Langheinrich: colleagues
Matthias Lampe: colleagues