Introduction to Solid Modeling
Introduction to Solid Modeling
ACM SIGGRAPH 98 Conference abstracts and applications
Automatic Model Construction and Pose Estimation From Photographs Using Triangular Splines
IEEE Transactions on Pattern Analysis and Machine Intelligence
Collaborative gaming in augmented reality
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Real-Time American Sign Language Recognition Using Desk and Wearable Computer Based Video
IEEE Transactions on Pattern Analysis and Machine Intelligence
Nonparametric Segmentation of Curves into Various Representations
IEEE Transactions on Pattern Analysis and Machine Intelligence
Integrating E-Commerce and Games
Personal and Ubiquitous Computing
Smart Playing Cards: A Ubiquitous Computing Game
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Toward Spontaneous Interaction with the Perceptive Workbench
IEEE Computer Graphics and Applications
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mobile Collaborative Augmented Reality: The Augmented Stroll
EHCI '01 Proceedings of the 8th IFIP International Conference on Engineering for Human-Computer Interaction
ICVS '01 Proceedings of the Second International Workshop on Computer Vision Systems
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
A real-time shadow approach for an augmented reality application using shadow volumes
Proceedings of the ACM symposium on Virtual reality software and technology
Contextual information access and storytelling in mixed reality using hypermedia
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Augmented Reality Chinese Checkers
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Outdoor augmented reality gaming on five dollars a day
AUIC '05 Proceedings of the Sixth Australasian conference on User interface - Volume 40
Moving with the times: IT research and the boundaries of CSCW
Computer Supported Cooperative Work
ART: augmented reality table for interactive trading card game
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
ACM Transactions on Computer-Human Interaction (TOCHI)
Evaluation of user satisfaction and learnability for outdoor augmented reality gaming
AUIC '06 Proceedings of the 7th Australasian User interface conference - Volume 50
Painting the town red: configuring location-based games by colouring maps
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Possession techniques for interaction in real-time strategy augmented reality games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Wizard's apprentice gameplay-oriented design of a computer-augmented board game
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Wizard's apprentice gameplay-oriented design of a computer-augmented board game
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Insectopia: exploring pervasive games through technology already pervasively available
Proceedings of the international conference on Advances in computer entertainment technology
Remote augmented reality for multiple players over network
Proceedings of the international conference on Advances in computer entertainment technology
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
Flying cake: Augmented game on mobile devices
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games
Augmented galaga on mobile devices
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Tactile visualization with mobile AR on a handheld device
HAID'07 Proceedings of the 2nd international conference on Haptic and audio interaction design
Vision-based hand-gesture applications
Communications of the ACM
TagURit: a proximity-based game of tag using lumalive e-textile displays
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Infrastructural experiences: an empirical study of an online arcade game platform in China
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Time balancing with adaptive time-variant minigames
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Security and privacy for augmented reality systems
Communications of the ACM
Hi-index | 0.03 |
Computer gaming offers a unique test-bed and market for advanced concepts in computer science, such as Human Computer Interaction (HCI), computer-supported collaborative work (CSCW), intelligent agents, graphics, and sensing technology. In addition, computer gaming is especially well-suited for explorations in the relatively young fields of wearable computing and augmented reality (AR). This paper presents a developing multi-player augmented reality game, patterned as a cross between a martial arts fighting game and an agent controller, as implemented using the Wearable Augmented Reality for Personal, Intelligent, and Networked Gaming (WARPING) system. Through interactions based on gesture, voice, and head movement input and audio and graphical output, the WARPING system demonstrates how computer vision techniques can be exploited for advanced, intelligent interfaces.