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W41K: digitally augmenting traditional game environments
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Source Tangible and embedded interaction archive
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction table of contents
Cambridge, United Kingdom
SESSION: New perspectives and theories on tangibility table of contents
Pages 99-106  
Year of Publication: 2009
ISBN:978-1-60558-493-5
Authors
Steve Hinske  ETH Zurich, Zurich, Switzerland
Marc Langheinrich  University of Lugano (USI), Lugano, Switzerland
Sponsors
: Microsoft Research (USA)
: Nokia (Finland)
: Microsoft Research Cambridge (UK)
: Microsoft Hardware (USA)
Publisher
ACM  New York, NY, USA
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ABSTRACT

Augmented game environments use unobtrusively embedded technology to augment traditional games with virtual information and novel interaction capabilities. This article establishes and discusses a set of guidelines for designing and implementing such environments, based on our experiences in creating digital augmentations of existing play environments. We suggest a two-step process comprised of game flow virtualization and physical artifact augmentation to create augmented game environments based on existing table top games. We will then demonstrate how these guidelines can be put to practice by presenting the augmented version of a miniature war game.


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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Dunnigan, J.: Wargames Handbook: How to Play and Design Commercial and Professional Wargames, 3rd Edition. Writers Club Press, January (2000)
 
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Floerkemeier, C., Mattern, F.: Smart Playing Cards -- Enhancing the Gaming Experience with RFID. In Proceedings of the Third Intl. Workshop on Pervasive Gaming Applications -- PerGames 2006, May 2006
 
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Hinske, S., Lampe. M., Magerkurth, C., Röcker. C.: Classifying Pervasive Games: On Pervasive Computing and Mixed Reality. In: Magerkurth, C., Röcker, C. (eds.): Concepts and technologies for Pervasive Games. Shaker, Aachen, Germany (2007)
 
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Hinske, S., Langheinrich, M.: An RFID-based Infrastructure for Automatically Determining the Position and Orientation of Game Objects in Tabletop Games. In: Magerkurth, C., Röcker, C. (eds.): Concepts and Technologies for Pervasive Games. Shaker, Aachen, Germany (2007)
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Hinske, S., Langheinrich, M.: RFIDice -- Augmenting Tabletop Dice with RFID. In: Journal of Virtual Reality and Broadcasting, Vol. 5, No. 4 (2008)
 
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Magerkurth, C., Stenzel, R., Prante, T.: STARS -- A Ubiquitous Computing Platform for Computer Augmented Tabletop Games. In: Ljungstrand, P., Brotherton, J. (eds.): Video Track and Adjunct Proc. of the 5th Intl. Conference on Ubiquitous Computing (2003)
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Nilsen, T., Looser, J.: Tankwar Tabletop War Gaming in Augmented Reality. In: Proc. of 2nd International Workshop on Pervasive Gaming Applications (PerGames) at Pervasive (2005)
 
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Collaborative Colleagues:
Steve Hinske: colleagues
Marc Langheinrich: colleagues