skip to main content
article

Augmenting the virtual domain with physical and social elements: towards a paradigm shift in computer entertainment technology

Published:01 October 2004Publication History
Skip Abstract Section

Abstract

In this paper, means of enriching computer entertainment experiences by emphasizing physical and social game elements are discussed. A conceptual framework in which the relations between the virtual, the physical, and the social domains are modeled is presented. Interfaces that mediate between the domains are discussed along with a complementary software architecture that helps developing hybrid computer games. Finally, sample games that follow the approach of physical and social augmentation are presented.

Skip Supplemental Material Section

Supplemental Material

magerkurth.mp4

mp4

25 MB

References

  1. Beigl, M. and Gellersen, H. 2001. Smart-its: An embedded platform for smart objects. In Proceedings of Smart Objects Conference 2003.Google ScholarGoogle Scholar
  2. Bjork, S., Falk, J., Hansson, R., and Ljungstrand, P. 2001. Pirates! using the physical world as a game board. In Proceedings of Interact 2001.Google ScholarGoogle Scholar
  3. Bohn, J. 2004. The smart jigsaw puzzle assistant: Using radio frequency technology for building augmented real-world games. In Workshop on Gaming Applications in Pervasive Computing Environments at Pervasive 2004.Google ScholarGoogle Scholar
  4. Ishii, H., Wisneski, C., Orbanes, J., Chun, B., and Paradiso, J. 1999. Pingpongplus: Design of an athletic-tangible interface for computer-supported cooperative play. In Proceedings of CHI99. ACM Press, 394-401. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Magerkurth, C. and Stenzel, R. 2003. Computer-supported cooperative play---The future of the game table. In Proceedings of M&C'03.Google ScholarGoogle Scholar
  6. Mandryk, R. and Inkpen, K. 2002. False prophets: Exploring hybrid board/video games. In Extended Proceedings of CHI 2002. ACM Press, 640-641. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Mazalek, A., Davenport, G., and Ishii, H. 2002. Tangible viewpoints: A physical approach to multimedia stories. In Proceedings of Multimedia02. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Pape, S.,Dietz, L., and Tandler, P. 2004. Single display gaming: Examining collaborative games for multi-user tabletops. In Workshop on Gaming Applications in Pervasive Computing Environments at Pervasive 2004.Google ScholarGoogle Scholar
  9. Reid, J., Hull, R., Melamed, T., and Speakman, D. 2003. Schminky: The design of a caf based digital experience. Personal Ubiquitous Computing 7, 197-202. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Schmidt, A. anddecker, C. 2003. Physical and tangible user interfaces. In Proceedings ofM&C03.Google ScholarGoogle Scholar
  11. Shwe, H. 1999. Smarter play for smart toys. Zowie Intertainment White Paper No. 3208.Google ScholarGoogle Scholar
  12. Streitz, N., Röocker, C., and Prante, T. 2003. Situated interaction with ambient information: Facilitating awareness and communication in ubiquitous work environments. In Proceedings of HCI03. 133-137.Google ScholarGoogle Scholar
  13. Streitz, N.,Tandler, P.,Müller-tomfelde, C., and Konomi, S. 2001. Roomware: Towards the next generation of human-computer interaction based on an integrated design of real and virtual worlds. In Human-Computer Interaction in the New Millennium, J. A. Carroll, Ed. 553-578.Google ScholarGoogle Scholar
  14. Ullmer, B. and Ishii, H. 2000. Emerging frameworks for tangible user interfaces. IBM Systems Journal 39, 3, 915-931. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Zagal, J.,Nussbaum, M., and Rosas, R. 2000. A model to support the design of multiplayer games. Presence: Teleoperators and Virtual Environments. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Augmenting the virtual domain with physical and social elements: towards a paradigm shift in computer entertainment technology

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in

    Full Access

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format .

    View HTML Format