Gaming, Fine Art, and Familiar Strangers

  • Authors:
  • Nuno Correia;Luis Romero;Jorge Santiago;Kalle Jegers;Mikael Wiberg;Eric Paulos;Robert Wechsler;Frieder Weiss;Duncan McCaffery;Joe Finney;Stefan Schmid;Andrew Scott;Simon Lock;Jennifer G. Sheridan;Adam T. Lindsay;Stewart Kember;Peter Phillips;Jen Allanson

  • Affiliations:
  • New University of Lisbon;New University of Lisbon;New University of Lisbon;Umeå/times/ University, Sweden;Umeå/times/ University, Sweden;Intel Research;Palindrome Inter.media Performance Group;Palindrome Inter.media Performance Group;Lancaster University, UK;Lancaster University, UK;Lancaster University, UK;Lancaster University, UK;Lancaster University, UK;Lancaster University, UK;Lancaster University, UK;Lancaster University, UK;Lancaster University, UK;Liverpool John Moores University

  • Venue:
  • IEEE Pervasive Computing
  • Year:
  • 2004

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Abstract

For this issue's Works in Progress, we have six abstracts in the areas of pervasive gaming, interactive entertainment, and interpersonal interactions. Three of the abstracts cover gaming systems that combine physical and virtual environments. These discuss new development frameworks and toolkits, analyze how users interact in gaming environments, and evaluate new technology for these environments. Two abstracts discuss interactive digital art: a system that observes and interacts with dancers and a methodology, and a toolkit for designing new digital art systems. The final abstract describes a system for helping individuals better understand the subtle interactions that they have with the people around them ("familiar strangers").