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Human pacman: a wide area socio-physical interactive entertainment system in mixed reality
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Source Conference on Human Factors in Computing Systems archive
CHI '04 extended abstracts on Human factors in computing systems table of contents
Vienna, Austria
DEMONSTRATION SESSION: Demostrations table of contents
Pages: 779 - 780  
Year of Publication: 2004
ISBN:1-58113-703-6
Authors
Adrian David Cheok  National University of Singapore
Kok Hwee Goh  National University of Singapore
Farzam Farbiz  National University of Singapore
Wei Liu  National University of Singapore
Yu Li  National University of Singapore
Siew Wan Fong  National University of Singapore
Xubo Yang  National University of Singapore
Sze Lee Teo  National University of Singapore
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

Human Pacman is a novel mixed reality interactive entertainment system that ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by wearable computer, mixed reality, and ubiquitous computing research. We have progressed from the old days of 2D arcade Pacman on screens, with incremental development, to the popular 3D game home console Pacman, and the recent mobile online Pacman. Finally with our research system Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now human players in the real world experiencing computer graphics fantasy-reality by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide unique experiences of seamless transitions between real and virtual worlds. We believe Human Pacman is pioneering a new form of gaming that anchors on physicality, mobility, social interaction,and ubiquitous computing.


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.

 
1
D. Myers. Computer game semiotics, Play and Culture. 1991.
 
2
M. Weiser. The computer for the 21st century. Scientific American, 265:94--100, March 1991.
 
3
J. Bowlby. Attachment and loss, volume i: Attachment. Basic Book, 1983. New York.
 
4
P. Konami Corporation, 2001.


Collaborative Colleagues:
Adrian David Cheok: colleagues
Kok Hwee Goh: colleagues
Farzam Farbiz: colleagues
Wei Liu: colleagues
Yu Li: colleagues
Siew Wan Fong: colleagues
Xubo Yang: colleagues
Sze Lee Teo: colleagues