Developing a context-aware electronic tourist guide: some issues and experiences
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
ACM Transactions on Computer-Human Interaction (TOCHI)
Exploring spatial narratives and mixed reality experiences in Oakland Cemetery
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Fundamentals of Game Design (Game Design and Development Series)
Fundamentals of Game Design (Game Design and Development Series)
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Location-based storytelling in the urban environment
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Games for passengers: accounting for motion in location-based applications
Proceedings of the 4th International Conference on Foundations of Digital Games
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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Dramatic improvements in smartphones over the last few years have positioned them as a major platform for interactive media content. In addition to being much more portable than laptop computers, smartphones also support a sophisticated combination of GPS, sensors and communications interfaces that allow extracting context information related to their environment, such as location, orientation and weather data. This combination of mobility and context-sensitivity opens up interesting possibilities in relation to interactive narrative, and for example allows audience immersion into an interactive story to be improved by placing the content in physical locations that are of direct relevance to the story. In this paper, we present a general-purpose narrative architecture that allows a considerable range of story-based game and guide content to be expressed in location-aware manner. We also present a case study of an actual location-aware augmented reality game, which demonstrates the architecture in a commercial setting and shows that it is sufficiently lightweight to run on the current generation of smartphones.