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Sim-Suite

Published: 26 October 2009 Publication History

Abstract

In this paper, we describe the installation Sim-Suite which engages members of the public through interactive experiences based on everyday play strategies and basic full-body human movement. The underlying concept of Sim-Suite explores a recombinant approach to cultural understandings in regards to the social practice of play and embodiment. Our approach deploys digital technologies to facilitate human-to-human tangible interaction using common materials and objects. In this context, the experience of the physical world is expanded and reconfigured together with the transient virtual space of play and digital media.

References

[1]
Roberts, J. M., Arth, M. J., and Bush, R. R., Games in Culture. American Anthropologist, New Series 61, 4 (August 1959), 597--604.
[2]
Bongers., B. Interactivation - Towards an E-cology of People, Our Technological Environment, and the Arts. Lulu Press, 2006
[3]
Hornecker, E. and Buur, J., Getting a grip on tangible interaction: a framework on physical space and social interaction in Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Montreal, Quebec, Canada 2006) ACM Press 437--446.
[4]
Chidambaram L., Zigurs I., (eds) Our Virtual World: The transformation of Work, Play and Life via Technology, IGI Global, Idea Group Publishing, London UK, 2001

Cited By

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  • (2015)The Human–Computer Interaction of Cross-Cultural Gaming StrategyJournal of Educational Technology Systems10.1177/004723951558816343:4(371-388)Online publication date: 17-Jul-2015
  • (2014)Spatial play effects in a tangible game with an F-formation of multiple playersProceedings of the Fifteenth Australasian User Interface Conference - Volume 15010.5555/2667657.2667664(57-66)Online publication date: 20-Jan-2014

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Published In

cover image ACM Conferences
C&C '09: Proceedings of the seventh ACM conference on Creativity and cognition
October 2009
520 pages
ISBN:9781605588650
DOI:10.1145/1640233

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 October 2009

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Author Tags

  1. creative digital media
  2. embodied interaction
  3. games
  4. interaction design
  5. interactive art
  6. tangible interaction

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  • Demonstration

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C&C '09
Sponsor:
C&C '09: Creativity and Cognition 2009
October 26 - 30, 2009
California, Berkeley, USA

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Overall Acceptance Rate 108 of 371 submissions, 29%

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Cited By

View all
  • (2015)The Human–Computer Interaction of Cross-Cultural Gaming StrategyJournal of Educational Technology Systems10.1177/004723951558816343:4(371-388)Online publication date: 17-Jul-2015
  • (2014)Spatial play effects in a tangible game with an F-formation of multiple playersProceedings of the Fifteenth Australasian User Interface Conference - Volume 15010.5555/2667657.2667664(57-66)Online publication date: 20-Jan-2014

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