Augmented Reality Chinese Checkers
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
TimeWarp: interactive time travel with a mobile mixed reality game
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
W41K: digitally augmenting traditional game environments
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Augmented calligraphy: experimental feedback design for writing skill development
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
ToyVision: a toolkit for prototyping tabletop tangible games
Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems
ToyVision: a toolkit to support the creation of innovative board-games with tangible interaction
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
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While pervasive technologies explore new gaming styles, traditional games, such as cards and tabletop games are still appealing and have various irreplaceable flavors. We point out that tangible game objects and spatial interactions amplify emotional impacts in gaming; and the advantage cannot be reproduced in completely digitalized games. Thus we propose the concept of augmented traditional games, which aims at extending game features without losing original look-and-feel. In this paper, we introduce a case study on augmenting the game of Go. Our prototype supports several game modes, for example, a self-training mode for beginners. Based on an experimental study with the prototype, we discuss human factor issues in game design. We also suggest an augmentation framework for a wider range of traditional games as future work.