IEEE Computer Graphics and Applications
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ISWC '98 Proceedings of the 2nd IEEE International Symposium on Wearable Computers
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
Gameplay issues in the design of spatial 3D gestures for video games.
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Social and physical interactive paradigms for mixed-reality entertainment
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
3dID: a low-power, low-cost hand motion capture device
Proceedings of the conference on Design, automation and test in Europe: Designers' forum
PAC-LAN: mixed-reality gaming with RFID-enabled mobile phones
Computers in Entertainment (CIE) - 3rd anniversary issue
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Designing Interactions
Everyware: The Dawning Age of Ubiquitous Computing
Everyware: The Dawning Age of Ubiquitous Computing
Tangible play: research and design for tangible and tabletop games
Proceedings of the 12th international conference on Intelligent user interfaces
Common sense based joint training of human activity recognizers
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
PERVASIVE'06 Proceedings of the 4th international conference on Pervasive Computing
The Design of Everyday Things
Noon: a secret told by objects
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Pervasive play for everyone using the weather
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
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This paper describes the design, implementation and evaluation of a wearable interface for ubiquitous gaming, dubbed Gauntlet. Our objective has been to achieve a user interface for intuitive and immersive interaction in mobile gaming environments, but generic enough to be used in diverse game styles and untethered from location-specific hardware and software frameworks. A fully-functional prototype has been built from the first design approach and its use illustrated by a gaming application based on manipulation of real objects. Usability evaluation, focusing on players' experiences with the Gauntlet, has helped us to validate our approach and uproot both usability and wearability issues.