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Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade
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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: Theory/social impact track: Theory/social impact 2 table of contents
Pages 373-380  
Year of Publication: 2008
ISBN:978-1-60558-393-8
Authors
Steven Dow  Georgia Institute of Technology, NW, Atlanta, GA
Blair MacIntyre  Georgia Institute of Technology, NW, Atlanta, GA
Michael Mateas  University of California, Santa Cruz, Santa Cruz, CA
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 offer an empirical investigation of AR Façade, an Immersive and Interactive Story where players interact with an animated married couple through an augmented reality (AR) interface that allows for unconstrained body movement and speech communication. We conducted a "mixed-method" in-depth analysis of thirty-three players during a gallery installation of the experience and identified five emergent "styles of play". We present qualitative case studies to illustrate the diverse behavior of participants and then we analyze quantitative differences that can lead to improved player modeling. Like prior work on play types in other media environments, our work elucidates the range of behaviors that can emerge in immersive and interactive stories.


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:
Steven Dow: colleagues
Blair MacIntyre: colleagues
Michael Mateas: colleagues