From system descriptions to scripts for action
Design at work
Cardboard computers: mocking-it-up or hands-on the future
Design at work
PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
MIND-WARPING: towards creating a compelling collaborative augmented reality game
Proceedings of the 5th international conference on Intelligent user interfaces
On the move with a magic thing: role playing in concept design of mobile services and devices
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
False prophets: exploring hybrid board/video games
CHI '02 Extended Abstracts on Human Factors in Computing Systems
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Tools for children to create physical interactive storyrooms
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Ontology-Based User Modeling in an Augmented Audio Reality System for Museums
User Modeling and User-Adapted Interaction
An ambient intelligence platform for physical play
Proceedings of the 13th annual ACM international conference on Multimedia
Pervasive Gaming in the Everyday World
IEEE Pervasive Computing
ec(h)o: situated play in a tangible and audio museum guide
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Challenges for pervasive mobile game design: examining players' emotional responses
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
User model in multiplayer mixed reality entertainment applications
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
User model in multiplayer mixed reality entertainment applications
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Pervasive game flow: understanding player enjoyment in pervasive gaming
Computers in Entertainment (CIE) - Interactive entertainment
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
Situated play in a tangible interface and adaptive audio museum guide
Personal and Ubiquitous Computing
COVER STORY: Designing games: why and how
interactions - Designing games: why and how
Elaborating eight elements of fun: Supporting design of pervasive player enjoyment
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Player profile management on NFC smart card for multiplayer ubiquitous games
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example
Journal of Computer Assisted Learning
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We report from a Research Atelier that explored how ubiquitous computing could be applied to fun and entertainment. The Atelier lasted for five days, starting with two days of scenario development and brainstorming activities. This led to three fairly concrete – though very different – game ideas. The background and motivation for the Atelier is described, as well as the method used and the games developed.