Environmental technology: making the real world virtual
Communications of the ACM - Special issue on computer augmented environments: back to the real world
Usability inspection methods
Disney's Aladdin: first steps toward storytelling in virtual reality
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Perceptual user interfaces: the KidsRoom
Communications of the ACM
Using a large projection screen as an alternative to head-mounted displays for virtual environments
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Classroom collaboration in the design of tangible interfaces for storytelling
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Game Design: Secrets of the Sages
Game Design: Secrets of the Sages
Usability Engineering
Using exercise cycle as a haptic input device in a virtual environment
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
Using games to increase exercise motivation
Future Play '07 Proceedings of the 2007 conference on Future Play
Making sense of group interaction in an ambient intelligent environment for physical play
Proceedings of the 2nd international conference on Tangible and embedded interaction
Design of Experience and Flow in Movement-Based Interaction
Motion in Games
Design influence on social play in distributed exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
Design of Interactive Emotional Sound Edutainment System
Proceedings of the 13th International Conference on Human-Computer Interaction. Part IV: Interacting in Various Application Domains
Towards understanding how to design for social play in exertion games
Personal and Ubiquitous Computing
Body-centric interaction techniques for very large wall displays
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Astrojumper: Motivating exercise with an immersive virtual reality exergame
Presence: Teleoperators and Virtual Environments
Gemini: a pervasive accumulated context exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
The nature of child computer interaction
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Exploitation of heuristics for virtual environments
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
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We have designed and evaluated Nautilus -- a group game played in interactive virtual space. This was a study about new kinds of computer games with new types of user interfaces. Our aim was to reduce the boundaries between the surrounding physical space and the virtual space designed to appeal to users' senses. We utilized the iterative Human-Centred Design (HCD) approach in the study. We created a new way to experience and play computer games, where players use their natural body movements and interact with each other. We have received information on the use of bodily and spatial user interfaces for location-based entertainment (LBE) solutions.