Augmented Traditional Games Project Brief Introduction

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Tetsuo Yamabe, Takahiro Iwata, Takahiro Shichinohe, and Tatsuo Nakajima, Prototyping Augmented Traditional Games: Concept, Design and Case Studies. In Proceedings of the Sixth International Conference on Grid and Pervasive Computing (GPC’11, full paper)

Transcript of Augmented Traditional Games Project Brief Introduction

  • 1. Augmented Traditional Games Project Tetsuo Yamabe Distributed and Ubiquitous Computing Lab., Waseda University2011 3 8

2. Concept Augmented traditional game series aim at extending the functionality of gaming to enhance UX, without losing their original look-and-feel.2011 3 8 3. Tangible, multimodal, social2011 3 8 4. Augmented game play Hiroshi Ishii, Craig Wisneski, Julian Orbanes, Ben Chun, and Joe Paradiso. 1999. PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play. In Proc. of CHI 99.2011 3 8 5. Work ow Game environmentSensingGameHumanitems players Game logic Feedback Game event collation recognitionLogging Preview2011 3 8 6. Use cases Steve Hinske and Marc Langheinrich. 2009. W41K: digitally augmenting traditional game environments. In Proc. of TEI 09.2011 3 8 7. Use cases Fun Practice Research2011 3 8 8. Case studies2011 3 8 9. Making non-gaming activities playful2011 3 8 10. Design issues Seamless device integration to the game environment Playfulness towards sustainable intrinsic motivation Unobtrusive feedback with less cognitive load Portable, handy, and robust setup for commercialization Better understanding of the essentials of game mechanism2011 3 8 11. Contact Tetsuo Yamabe (PM)Research associate, Waseda [email protected] 3 8