Ambient wood: designing new forms of digital augmentation for learning outdoors
Proceedings of the 2004 conference on Interaction design and children: building a community
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
Gaming on the edge: using seams in ubicomp games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
The Underwhelming Effects of Location-Awareness of Others on Collaboration in a Pervasive Game
Proceedings of the 2006 conference on Cooperative Systems Design: Seamless Integration of Artifacts and Conversations -- Enhanced Concepts of Infrastructure for Communication
OPOS: an observation scheme for evaluating head-up play
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Interactive play objects and the effects of open-ended play on social interaction and fun
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
HeartBeat: an outdoor pervasive game for children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Evaluating outdoor play for children: virtual vs. tangible game objects in pervasive games
Proceedings of the 8th International Conference on Interaction Design and Children
Stimulating physical and social activity through open-ended play
Proceedings of the 8th International Conference on Interaction Design and Children
Usability of a multimodal videogame to improve navigation skills for blind children
Proceedings of the 11th international ACM SIGACCESS conference on Computers and accessibility
Designing playful interactions for social interaction and physical play
Personal and Ubiquitous Computing
Head Up Games: combining the best of both worlds by merging traditional and digital play
Personal and Ubiquitous Computing
Usability of a Multimodal Video Game to Improve Navigation Skills for Blind Children
ACM Transactions on Accessible Computing (TACCESS)
T.F.O.: tangible flying objects
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
MARBOWL: increasing the fun experience of shooting marbles
Personal and Ubiquitous Computing
Learning by playing in an ambient intelligent playfield
UCAmI'12 Proceedings of the 6th international conference on Ubiquitous Computing and Ambient Intelligence
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With the emergence of pervasive technology, pervasive games came into existence. Most are location-aware applications, played with a PDA or mobile phone. We argue that the interaction paradigm these games support, limits outdoor play that often involves spontaneous social interaction. This paper introduces a new genre of pervasive games we call Head Up Games. The paper describes these games and how they differ from current research prototypes of pervasive games. Also, it outlines their characteristics and illustrates our vision with Camelot, an outdoor game for children.