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DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Ambient wood: designing new forms of digital augmentation for learning outdoors
Proceedings of the 2004 conference on Interaction design and children: building a community
Ubi-learning integrates indoor and outdoor experiences
Communications of the ACM - Interaction design and children
Life on the edge: supporting collaboration in location-based experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
On the design of Camelot, an outdoor game for children
Proceedings of the 2006 conference on Interaction design and children
The Underwhelming Effects of Location-Awareness of Others on Collaboration in a Pervasive Game
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Designing a head-up game for children
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 1
Balancing Skills to Optimize Fun in Interactive Board Games
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
MARBOWL: increasing the fun experience of shooting marbles
Personal and Ubiquitous Computing
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This paper describes my PhD research into a new type of pervasive outdoor games for children: the head-up game (HUG). The main idea behind HUGs is that they support children's traditional way of outdoor gaming. Also, to illustrate HUGs, a first example of a HUG, the game Camelot, will be discussed.