Context-aware Multimedia Provisioning for Pervasive Games
ISM '05 Proceedings of the Seventh IEEE International Symposium on Multimedia
Using heart rate to control an interactive game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
REXplorer: a mobile, pervasive spell-casting game for tourists
CHI '07 Extended Abstracts on Human Factors in Computing Systems
A Middleware Architecture for Mobile and Pervasive Large-Scale Augmented Reality Games
CNSR '07 Proceedings of the Fifth Annual Conference on Communication Networks and Services Research
Playful toothbrush: ubicomp technology for teaching tooth brushing to kindergarten children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 6th international conference on Mobile systems, applications, and services
Integrating sensor presence into virtual worlds using mobile phones
Proceedings of the 6th ACM conference on Embedded network sensor systems
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
MobiCon: a mobile context-monitoring platform
Communications of the ACM
Code in the air: simplifying sensing and coordination tasks on smartphones
Proceedings of the Twelfth Workshop on Mobile Computing Systems & Applications
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
Hi-index | 0.00 |
Emerging pervasive games will be immersed into real-life situations and leverage new types of contextual interactions therein. For instance, a player's punching gesture, running activity, and fast heart rate conditions can be used as the game inputs. Although the contextual interaction is the core building blocks of pervasive games, individual game developers hardly utilize a rich set of interactions within a game play. Most challenging, it is significantly difficult for developers to expect dynamic availability of input devices in real life, and adapt to the situation without system-level support. Also, it is challenging to coordinate its resource use with other gaming logics or applications. To address such challenges, we propose Player Space Director (PSD), a novel mobile platform for pervasive games. PSD facilitates the game developers to incorporate diverse contextual interactions in their game without considering complications in player's real-life situations, e.g., heterogeneity, dynamics or resource scarcity of input devices. We implemented the PSD prototype on mobile devices, diverse set of sensors, and actuators. On top of PSD, we developed three exploratory applications, ULifeAvatar, Swan Boat, U-Theater, and showed the effectiveness of PSD through extensive deployment of those games.