Operating system concepts (3rd ed.)
Operating system concepts (3rd ed.)
Parallel distributed processing: explorations in the microstructure of cognition, vol. 1: foundations
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Gameplay issues in the design of spatial 3D gestures for video games.
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Remote impact: shadowboxing over a distance
CHI '08 Extended Abstracts on Human Factors in Computing Systems
A tangible game interface using projector-camera systems
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction platforms and techniques
Contextualised ICT4D: a bottom-up approach
ACS'10 Proceedings of the 10th WSEAS international conference on Applied computer science
Adaptive playware in physical games
Proceedings of the 6th International Conference on Foundations of Digital Games
Hi-index | 0.00 |
The development of physical interactive games demands extensive knowledge in engineering, computer science and gaming. In this paper we describe how the Modular Interactive Tiles System (MITS) can be a valuable tool for introducing students to interactive parallel and distributed processing programming for physical games development. This is done by providing an educational tool that allows a change of representation of the problems related to game designing from a virtual to a physical representation. Indeed, MITS seems to be a valuable system for bringing into education a vast number of issues (such as parallel programming, distribution, communication protocols, master dependency, connectivity, topology, island modeling software behavioral models, adaptive interactivity, feedback, user and multi-user game interaction, etc.). This can both improve the education-related issues in computer science classes, and enhance the younger and older gamers with a highly interactive and physical experience. We illustrate how the MITS system can be considered a tool for easy, fast, and flexible hands-on exploration of these issues, and through examples show how to implement interactive parallel and distributed processing in games with different software game models such as open loop, randomness based, rule based, user interaction based, AI and ALife based games, morphology based games, and physical teleplay games.