skip to main content
10.1145/1178823.1178842acmconferencesArticle/Chapter ViewAbstractPublication PagesesemConference Proceedingsconference-collections
Article

A component based architecture for distributed, pervasive gaming applications

Published: 14 June 2006 Publication History

Abstract

In this paper, we describe a component based architecture for developing distributed, pervasive games that integrate tangible and graphical user interface components. We first discuss some of the interface components we have developed and then present a coordination infrastructure called Pegasus that allows flexibly coupling and reconfiguring components during runtime. On top of Pegasus we have created a language for describing pervasive games called DHG and briefly present a first sample application that is based on the component based architecture and defined with the game description language DHG.

References

[1]
Benford, S., Magerkurth, C., Ljungstrand, P. (2005) Bridging the Physical and Digital in Pervasive Gaming. In Communications of the ACM, March 2005, vol. 48. No. 3. Pages 54--57.
[2]
Bolt, R. A. (1980). "Put-that-there": Voice and gesture at the graphics interface. In Proceedings of SIGGRAPH '80. ACM Press, New York, NY, 262--270.
[3]
Bjork, S., Falk, J., Hansson, R., and Ljungstrand, P. Pirates! using the physical world as a game board. In Proceedings of Interact 2001, 2001.
[4]
Cheok, A. D., Yang, X., Ying, Z. Z., Billinghurst, M., Kato, H. (2002) Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing. In Personal and Ubiquitous Computing (2002), 6: 430--442.
[5]
Ciger, J., Gutierrez, M., Vexo, F., Thalmann, D. (2003). The magic wand. 19th Spring Conference on Computer Graphics (Budmerice, Slovakia, April 24--26, 2003). L. Szirmay-Kalos, Ed. SCCG '03. ACM Press, New York, NY, 119--124.
[6]
Eugster, P. T., Felber, P. A., Guerraoui, R., Kermarrec, A. (2003). The many faces of publish/subscribe. ACM Computing Surveys. 35, 2 (Jun. 2003), 114--131.
[7]
Flintham, M., Anastasi, R., Benford, S., Drozd, A., Mathrick, J., Rowland, D., Oldroyd, A., Sutton, J., Tandavanitj, N., Adams, M., Row-Farr, J. (2003) Uncle Roy All Around You. Level Up conference, Utrecht, Nederlands, 2003.
[8]
Floerkemeier, C., Mattern, F. (2006). Smart Playing Cards - Enhancing the Gaming Experience with RFID, to appear at www.pergames.de
[9]
Gellersen, H.-W., Kortuem, G., Beigl., M., Schmidt, A. (2004). "Physical prototyping with Smart-Its". IEEE Pervasive Computing Magazine, Vol. 04, 1536--1268, 10--18.
[10]
Lee, J. C., Avrahami, D., Hudson, S. E., Forlizzi, J., Dietz, P. H., Leigh, D. (2004). The calder toolkit: wired and wireless components for rapidly prototyping interactive devices. In Proc' DIS '04. ACM Press, New York, NY, 167--175.
[11]
Mandryk, R., Inkpen, K. False prophets: Exploring hybrid board/video games. In Extended Proceedings of CHI 2002, pages 640--641. ACM Press, 2002.
[12]
Magerkurth, C., Cheok, A. D., Mandryk, R. L., Nilsen, T. (2005): Pervasive Games. In: ACM Computers in Entertainment, Vol. 3, No. 3, July 2005.
[13]
Magerkurth, C., Engelke, T., Memisoglu, M. (2004) Augmenting the Virtual Domain with Physical and Social Elements. In ACM Computers in Entertainment, Vol. 2, No. 4, October 2004.
[14]
Minkley, J. (2003). Eyetoy shifts a million. Online article at Computer and Video Games Market. http://www.computerandvideogames.com/news/news_story. php(que)id=97876
[15]
Rauterberg, M., Mauch, T., Stebler, R. (1996). The Digital Playing Desk: a Case Study for Augmented Reality. 5th IEEE Workshop on Robot and Human Communication, Tsukuba, Japan, 410--415.
[16]
Ullmer, B., Ishii, H. (2000). Emerging frameworks for tangible user interfaces. IBM Systems Journal, 39(3):915--931.

Cited By

View all
  • (2019)Developing pervasive games in interactive spaces: the JUGUEMOS toolkitMultimedia Tools and Applications10.1007/s11042-019-07983-6Online publication date: 31-Jul-2019
  • (2018)PEPA DeckProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts10.1145/3270316.3271521(479-486)Online publication date: 23-Oct-2018
  • (2017)Design and Evaluation of RaPIDO, A Platform for Rapid Prototyping of Interactive Outdoor GamesACM Transactions on Computer-Human Interaction10.1145/310570424:4(1-30)Online publication date: 23-Aug-2017
  • Show More Cited By

Index Terms

  1. A component based architecture for distributed, pervasive gaming applications

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
    June 2006
    572 pages
    ISBN:1595933808
    DOI:10.1145/1178823
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 14 June 2006

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. TUI
    2. computer games
    3. entertainment
    4. hybrid environments
    5. pervasive games
    6. tabletop games
    7. tangible interfaces

    Qualifiers

    • Article

    Conference

    ACE2006
    Sponsor:

    Acceptance Rates

    Overall Acceptance Rate 36 of 90 submissions, 40%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)2
    • Downloads (Last 6 weeks)1
    Reflects downloads up to 01 Mar 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2019)Developing pervasive games in interactive spaces: the JUGUEMOS toolkitMultimedia Tools and Applications10.1007/s11042-019-07983-6Online publication date: 31-Jul-2019
    • (2018)PEPA DeckProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts10.1145/3270316.3271521(479-486)Online publication date: 23-Oct-2018
    • (2017)Design and Evaluation of RaPIDO, A Platform for Rapid Prototyping of Interactive Outdoor GamesACM Transactions on Computer-Human Interaction10.1145/310570424:4(1-30)Online publication date: 23-Aug-2017
    • (2009)A Pervasive Augmented Reality Serious GameProceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications10.1109/VS-GAMES.2009.40(148-155)Online publication date: 23-Mar-2009
    • (2008)TMARTransactions on edutainment I10.5555/1809375.1809385(96-106)Online publication date: 1-Jan-2008
    • (2006)User interfaces for pervasive gamesProceedings of the 9th conference on User interfaces for all10.5555/1783789.1783816(352-368)Online publication date: 27-Sep-2006

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media