Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Artificial Intelligence: A Modern Approach
Artificial Intelligence: A Modern Approach
ARQuake: An Outdoor/Indoor Augmented Reality First Person Application
ISWC '00 Proceedings of the 4th IEEE International Symposium on Wearable Computers
Heuristic search applied to abstract combat games
AI'05 Proceedings of the 18th Canadian Society conference on Advances in Artificial Intelligence
Battleship by foot: learning by designing a mixed reality game
Proceedings of the 3rd Australasian conference on Interactive entertainment
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Location-based games introduce an element that is missing in interactive console games: movements of players involving locomotion and thereby the physical effort characteristic of any sportive activity. The paper explores how to design location-based games combining locomotion with strategic reasoning by using classical board games as templates. It is shown that the straightforward approach to “spatialize” such games fails. A generic approach to spatialization is presented and described within a conceptual framework that defines a large class of geogames. The framework is complemented by a software tool allowing the game designer to find the critical parameter values which determine the game's balance of reasoning skills and motoric skills. In order to illustrate the design method, a location-based version of the game TicTacToe is defined and analyzed.