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Traditional games meet ICT: a case study on go game augmentation

Published: 24 January 2010 Publication History

Abstract

While pervasive technologies explore new gaming styles, traditional games, such as cards and tabletop games are still appealing and have various irreplaceable flavors. We point out that tangible game objects and spatial interactions amplify emotional impacts in gaming; and the advantage cannot be reproduced in completely digitalized games. Thus we propose the concept of augmented traditional games, which aims at extending game features without losing original look-and-feel. In this paper, we introduce a case study on augmenting the game of Go. Our prototype supports several game modes, for example, a self-training mode for beginners. Based on an experimental study with the prototype, we discuss human factor issues in game design. We also suggest an augmentation framework for a wider range of traditional games as future work.

References

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Cooper, N., Keatley, A., Dahlquist, M., Mann, S., Slay, H., Zucco, J., Smith, R., and Thomas, B.H. 2004. Augmented Reality Chinese Checkers. In Proceedings of the 2004 ACM SIGCHI international Conference on Advances in Computer Entertainment Technology (2005). ACE '04, vol. 74. 117--126.
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Herbst, I., Braun, A., McCall, R., and Broll, W. 2008. TimeWarp: interactive time travel with a mobile mixed reality game. In Proceedings of the 10th international Conference on Human Computer interaction with Mobile Devices and Services (2008). MobileHCI '08, 235--244.
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Hinske, S. and Langheinrich, M. 2009. W41K: digitally augmenting traditional game environments. In Proceedings of the 3rd international Conference on Tangible and Embedded interaction (2009). TEI '09, 99--106.
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Magerkurth, C., Cheok, A.D., Mandryk, R.L., and Nilsen, T. 2005. Pervasive games: bringing computer entertainment back to the real world. Computers in Entertainment (2005). CIE'05, 4--4.

Cited By

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  • (2022)Working Attention, Planning and Social Skills Through Pervasive Games in Interactive SpacesIEEE Transactions on Learning Technologies10.1109/TLT.2022.315599315:1(119-136)Online publication date: 1-Feb-2022
  • (2019)KitVision toolkit: supporting the creation of cognitive activities for tangible tabletop devicesUniversal Access in the Information Society10.1007/s10209-019-00644-3Online publication date: 14-Feb-2019
  • (2019)“Naughty AlphaGo”: Transforming the Game of Computer Go into an Emotional Tangible PlaygroundHCI in Games10.1007/978-3-030-22602-2_7(67-82)Online publication date: 16-Jun-2019
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cover image ACM Conferences
TEI '10: Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
January 2010
414 pages
ISBN:9781605588414
DOI:10.1145/1709886
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]

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Publication History

Published: 24 January 2010

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Author Tags

  1. augmented reality
  2. entertainment computing
  3. tangible interaction

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TEI '10
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Overall Acceptance Rate 393 of 1,367 submissions, 29%

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Cited By

View all
  • (2022)Working Attention, Planning and Social Skills Through Pervasive Games in Interactive SpacesIEEE Transactions on Learning Technologies10.1109/TLT.2022.315599315:1(119-136)Online publication date: 1-Feb-2022
  • (2019)KitVision toolkit: supporting the creation of cognitive activities for tangible tabletop devicesUniversal Access in the Information Society10.1007/s10209-019-00644-3Online publication date: 14-Feb-2019
  • (2019)“Naughty AlphaGo”: Transforming the Game of Computer Go into an Emotional Tangible PlaygroundHCI in Games10.1007/978-3-030-22602-2_7(67-82)Online publication date: 16-Jun-2019
  • (2018)Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School StudentsContemporary Educational Technology10.30935/cedtech/62139:1Online publication date: 2018
  • (2017)ImmertableProceedings of the XVIII International Conference on Human Computer Interaction10.1145/3123818.3123842(1-8)Online publication date: 25-Sep-2017
  • (2017)Haptic rules! Augmenting the gaming experience in traditional games: The case of foosball2017 IEEE World Haptics Conference (WHC)10.1109/WHC.2017.7989940(430-435)Online publication date: Jun-2017
  • (2016)Lowering the threshold and raising the ceiling of tangible expressiveness in hybrid board-gamesMultimedia Tools and Applications10.1007/s11042-014-2298-275:1(425-463)Online publication date: 1-Jan-2016
  • (2016)Designing Collaborative Games for Children Education on Sustainable DevelopmentIntelligent Technologies for Interactive Entertainment10.1007/978-3-319-49616-0_1(3-12)Online publication date: 15-Nov-2016
  • (2015)ART-ChessProceedings of the 2015 International Conference on Interactive Tabletops & Surfaces10.1145/2817721.2823485(229-233)Online publication date: 15-Nov-2015
  • (2015)Hi-Lo tech gamesProceedings of the 14th International Conference on Interaction Design and Children10.1145/2771839.2771853(130-139)Online publication date: 21-Jun-2015
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