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PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
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Source Conference on Human Factors in Computing Systems archive
Proceedings of the SIGCHI conference on Human factors in computing systems: the CHI is the limit table of contents
Pittsburgh, Pennsylvania, United States
Pages: 394 - 401  
Year of Publication: 1999
ISBN:0-201-48559-1
Authors
Hiroshi Ishii  Tangible Media Group, MIT Media Laboratory, 20 Ames St., Cambridge, MA
Craig Wisneski  Tangible Media Group, MIT Media Laboratory, 20 Ames St., Cambridge, MA
Julian Orbanes  Tangible Media Group, MIT Media Laboratory, 20 Ames St., Cambridge, MA
Ben Chun  Tangible Media Group, MIT Media Laboratory, 20 Ames St., Cambridge, MA
Joe Paradiso  Physics and Media Group, MIT Media Laboratory, 20 Ames St., Cambridge, MA
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper introduces a novel interface for digitally-augmented cooperative play. We present the concept of the athletic-tangible interface, a new class of interaction which uses tangible objects and full-body motion in physical spaces with digital augmentation. We detail the implementation of PingPongPlus, a reactive ping-pong table, which features a novel sound-based ball tracking technology. The game is augmented and transformed with dynamic graphics and sound, determined by the position of impact, and the rhythm and style of play. A variety of different modes of play and initial experiences with PingPongPlus are also described.


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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CITED BY  54

Collaborative Colleagues:
Hiroshi Ishii: colleagues
Craig Wisneski: colleagues
Julian Orbanes: colleagues
Ben Chun: colleagues
Joe Paradiso: colleagues