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BragFish: exploring physical and social interaction in co-located handheld augmented reality games
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ACM International Conference Proceeding Series; Vol. 352 archive
Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology table of contents
Yokohama, Japan
SESSION: Design track: AR/MR game table of contents
Pages 276-283  
Year of Publication: 2008
ISBN:978-1-60558-393-8
Authors
Yan Xu  Georgia Institute of Technology GVU Center, Atlanta, GA
Maribeth Gandy  Georgia Institute of Technology GVU Center, Atlanta, GA
Sami Deen  Georgia Institute of Technology GVU Center, Atlanta, GA
Brian Schrank  Georgia Institute of Technology GVU Center, Atlanta, GA
Kim Spreen  Georgia Institute of Technology GVU Center, Atlanta, GA
Michael Gorbsky  Georgia Institute of Technology GVU Center, Atlanta, GA
Timothy White  Georgia Institute of Technology GVU Center, Atlanta, GA
Evan Barba  Georgia Institute of Technology GVU Center, Atlanta, GA
Iulian Radu  Georgia Institute of Technology GVU Center, Atlanta, GA
Jay Bolter  Georgia Institute of Technology GVU Center, Atlanta, GA
Blair MacIntyre  Georgia Institute of Technology GVU Center, Atlanta, GA
Sponsors
IPSJ : Information Processing Society of Japan
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

In this paper, we present our research on social interaction in co-located handheld augmented reality (AR) games. These games are characterized by shared physical spaces that promote physical awareness among players, and individual gaming devices that support both public and private information. One result of our exploration of the design and evaluation of such games is a prototype called BragFish. Through BragFish, we aim to investigate the connections between the observed game experience (focusing on social and physical interaction) and the designed affordances of our AR handheld game. Our evaluation of BragFish shows that most of our participants form strategies for social play by leveraging visual, aural and physical cues from the shared space. Moreover, we use this as an example to motivate discussions on how to improve social play experiences for co-located handheld games by designing for shared spaces.


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:
Yan Xu: colleagues
Maribeth Gandy: colleagues
Sami Deen: colleagues
Brian Schrank: colleagues
Kim Spreen: colleagues
Michael Gorbsky: colleagues
Timothy White: colleagues
Evan Barba: colleagues
Iulian Radu: colleagues
Jay Bolter: colleagues
Blair MacIntyre: colleagues