ARQuake: the outdoor augmented reality gaming system
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Personal and Ubiquitous Computing
Magic land: live 3D human capture mixed reality interactive system
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
ACM Transactions on Computer-Human Interaction (TOCHI)
Game space design foundations for trans-reality games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
FRAP: a framework for pervasive games
Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems
Prototyping a Context-Aware Framework for Pervasive Entertainment Applications
VS-GAMES '09 Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications
Communities, artifacts, interaction and contribution on the web
The Personal Web
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Users today can easily and intuitively record their real-world experiences through mobile devices, and commodity virtual worlds enable users from around the world to socialize in the context of realistic environments where they simulate real-world activities. This synergy of technological advances makes the design and implementation of trans-reality games, blending the boundaries of the real and virtual worlds, a compelling software-engineering problem. In this paper, we describe fAARS, a platform for developing and deploying trans-reality games that cut across the real and parallel virtual worlds, offering users a range of game-play modalities. We place fAARS in the context of recent related work, and we demonstrate its capabilities by discussing two different games developed on it, one with three different variants.