Meme tags and community mirrors: moving from conferences to collaboration
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
A Model to Support the Design of Multiplayer Games
Presence: Teleoperators and Virtual Environments
You're getting warmer!: how proximity information affects search behavior in physical spaces
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Giveaway wireless sensors for large-group interaction
CHI '04 Extended Abstracts on Human Factors in Computing Systems
An architecture for privacy-sensitive ubiquitous computing
Proceedings of the 2nd international conference on Mobile systems, applications, and services
Topiary: a tool for prototyping location-enhanced applications
Proceedings of the 17th annual ACM symposium on User interface software and technology
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Collaborative learning through augmented reality role playing
CSCL '05 Proceedings of th 2005 conference on Computer support for collaborative learning: learning 2005: the next 10 years!
Gaming on the edge: using seams in ubicomp games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Meeting technology challenges of pervasive augmented reality games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
An Interactive Music Environment for Large Groups with Giveaway Wireless Motion Sensors
Computer Music Journal
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Boxed Pervasive Games: An Experience with User-Created Pervasive Games
Pervasive '09 Proceedings of the 7th International Conference on Pervasive Computing
AR gone wild: two approaches to using augmented reality learning games in Zoos
ICLS'08 Proceedings of the 8th international conference on International conference for the learning sciences - Volume 3
Making friends by killing them: using location-based urban gaming to expand personal networks
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Combining web, mobile phones and public displays in large-scale: manhattan story mashup
PERVASIVE'07 Proceedings of the 5th international conference on Pervasive computing
TagURit: a proximity-based game of tag using lumalive e-textile displays
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Let's come together: social navigation behaviors of virtual and real humans
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
Mobile gaming patterns and their impact on learning outcomes: a literature review
EC-TEL'12 Proceedings of the 7th European conference on Technology Enhanced Learning
Effects of mobile gaming patterns on learning outcomes: a literature review
International Journal of Technology Enhanced Learning
AUIC '11 Proceedings of the Twelfth Australasian User Interface Conference - Volume 117
Hi-index | 0.00 |
We show how proximity-sensing technology can be integrated into computer game design to provide richer game experiences in social settings. To explore the theme of proximity-triggered interaction, we have constructed Pirates! -- a multi-player, wireless computer game for handheld computers, played throughout a physical environment. The players' physical locations in the environment trigger game events.