Cyberguide: a mobile context-aware tour guide
Wireless Networks - Special issue: mobile computing and networking: selected papers from MobiCom '96
Contextual design: defining customer-centered systems
Contextual design: defining customer-centered systems
Developing a context-aware electronic tourist guide: some issues and experiences
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
Sweep and point and shoot: phonecam-based interactions for large public displays
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Camera phone based motion sensing: interaction techniques, applications and performance study
UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
Pervasive learning games: explorations of hybrid educational gamescapes
Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
Exploring spatial narratives and mixed reality experiences in Oakland Cemetery
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Human-Computer Interaction (3rd Edition)
Human-Computer Interaction (3rd Edition)
Sharing motion information with close family and friends
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sharing the square: collaborative leisure in the city streets
ECSCW'05 Proceedings of the ninth conference on European Conference on Computer Supported Cooperative Work
Space-time travel blogging using a mobile phone
Proceedings of the international conference on Advances in computer entertainment technology
Using wireless sensor networks to develop pervasive multi-player games
Proceedings of the 6th ACM conference on Embedded network sensor systems
Design and evaluation of player experience of a location-based mobile game
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
A ludological view on the pervasive mixed-reality game research paradigm
Personal and Ubiquitous Computing
Using fast interaction to create intense experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An event-driven wearable systems for supporting pit-crew and audiences on motorbike races
Journal of Mobile Multimedia
Refreshing contextualised IT curriculum with a pervasive game project in Tanzania
Proceedings of the 11th Koli Calling International Conference on Computing Education Research
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Survey: Urban pervasive applications: Challenges, scenarios and case studies
Computer Science Review
Proceedings of the Designing Interactive Systems Conference
Does locality make a difference? Assessing the effectiveness of location-aware narratives
Interacting with Computers
Shaking the dead: multimodal location based experiences for un-stewarded archaeological sites
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Mystery at the library: encouraging library exploration using a pervasive mobile game
Proceedings of the 24th Australian Computer-Human Interaction Conference
Canyons, deltas and plains: towards a unified sculptural model of location-based hypertext
Proceedings of the 24th ACM Conference on Hypertext and Social Media
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REXploreris a mobile, pervasive spell-casting game designed for tourists of Regensburg, Germany. The game creates player encounters with spirits (historical figures) that are associated with significant buildings in an urban setting. A novel mobile interaction mechanism of "casting a spell" (making a gesture by waving a mobile phone through the air) allows the player to awaken and communicate with a spirit to continue playing the game. The game is designed to inform visitors about history in a fun manner. The results of a formative evaluation are explored to inform the design of future serious pervasive games.