Remediation: understanding new media
Remediation: understanding new media
First Person Indoor/Outdoor Augmented Reality Application: ARQuake
Personal and Ubiquitous Computing
Shape Matching and Object Recognition Using Shape Contexts
IEEE Transactions on Pattern Analysis and Machine Intelligence
Double exponential smoothing: an alternative to Kalman filter-based predictive tracking
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Occlusion based interaction methods for tangible augmented reality environments
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Magic cubes for social and physical family entertainment
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Jumanji Singapore: an interactive 3D board game turning hollywood fantasy into reality
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
MonkeyBridge: autonomous agents in augmented reality games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
W41K: digitally augmenting traditional game environments
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Towards massively multi-user augmented reality on handheld devices
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Hi-index | 0.00 |
Computer gaming habits have a tendency to evolve with technology, the best being ones that immerse both our imagination and intellect. Here, we describe a new game platform, an Augmented Reality Rubik's cube. The cube acts simultaneously as both the controller and the game board. Gameplay is controlled by the cube, and game assets are rendered on top of it. Shuffling and tilting operations on the cube are mapped to game interaction. We discuss the game design decisions involved in developing a game for this platform, as well as the technological challenges in implementing it. Ultimately, we describe two games and discuss the conclusions of an informal user study based on those games.