Live: what a concept! ... networked games
Digital illusion
First Person Indoor/Outdoor Augmented Reality Application: ARQuake
Personal and Ubiquitous Computing
Mixed Reality: Future Dreams Seen at the Border between Real and Virtual Worlds
IEEE Computer Graphics and Applications
HCI aspects of mobile devices and services
Personal and Ubiquitous Computing
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Outdoor augmented reality gaming on five dollars a day
AUIC '05 Proceedings of the Sixth Australasian conference on User interface - Volume 40
Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment
IEEE Transactions on Visualization and Computer Graphics
Extending cyberspace: location based games using cellular phones
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Social and physical interactive paradigms for mixed-reality entertainment
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Evaluation of user satisfaction and learnability for outdoor augmented reality gaming
AUIC '06 Proceedings of the 7th Australasian User interface conference - Volume 50
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Geogames: Designing Location-Based Games from Classic Board Games
IEEE Intelligent Systems
PAC-LAN: mixed-reality gaming with RFID-enabled mobile phones
Computers in Entertainment (CIE) - 3rd anniversary issue
MonkeyBridge: autonomous agents in augmented reality games
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
Initial lessons from AR Façade, an interactive augmented reality drama
Proceedings of the 2006 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
Ototonari: mobile ad hoc pervasive game that develops a regional difference
Proceedings of the 2006 international conference on Game research and development
Virtual box: supporting mediated family intimacy through virtual and physical play
OZCHI '07 Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces
Save 'Em: physical gameplay using augmented reality techniques
Future Play '07 Proceedings of the 2007 conference on Future Play
Bringing context into play: supporting game interaction through real-time context acquisition
Proceedings of the 2007 workshop on Multimodal interfaces in semantic interaction
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
User evaluation of god-like interaction techniques
AUIC '08 Proceedings of the ninth conference on Australasian user interface - Volume 76
Film informing design for contemplative gameplay
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
TimeWarp: interactive time travel with a mobile mixed reality game
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
The magic lens box: simplifying the development of mixed reality games
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Vision-based 3D finger interactions for mixed reality games with physics simulation
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Flying cake: Augmented game on mobile devices
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games
Guidelines for designing augmented reality games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Photogeist: an augmented reality photography game
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Designing physical and social intergenerational family entertainment
Interacting with Computers
Immersive authoring of Tangible Augmented Reality content: A user study
Journal of Visual Languages and Computing
From interaction to trajectories: designing coherent journeys through user experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Human Machine Interaction
SoundPark: Towards Highly Collaborative Game Support in a Ubiquitous Computing Architecture
DAIS '09 Proceedings of the 9th IFIP WG 6.1 International Conference on Distributed Applications and Interoperable Systems
FRAP: a framework for pervasive games
Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems
Combating obesity trends in teenagers through persuasive mobile technology
ACM SIGACCESS Accessibility and Computing
Sound and Movement Visualization in the AR-Jazz Scenario
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Technical Section: Annotation in outdoor augmented reality
Computers and Graphics
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Rendezvousing with location-aware devices: Enhancing social coordination
Interacting with Computers
Blowtooth: pervasive gaming in unique and challenging environments
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Real world edutainment focusing on human-human interaction
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Augmented galaga on mobile devices
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Simon says the color: the digital evolution of an outdoor kids game
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Mobile system to motivate teenagers' physical activity
Proceedings of the 9th International Conference on Interaction Design and Children
panOULU conqueror: pervasive location-aware multiplayer game for city-wide wireless network
Proceedings of the 3rd International Conference on Fun and Games
Exergaming: a future of mixing entertainment and exercise assisted by mixed reality agents
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Using presence to evaluate an augmented reality location aware game
Personal and Ubiquitous Computing
OZCHI 2010 Doctorial Consortium application
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
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
FreeGaming: mobile, collaborative, adaptive and augmented exergaming
Proceedings of the 8th International Conference on Advances in Mobile Computing and Multimedia
TagURit: a proximity-based game of tag using lumalive e-textile displays
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Lessons from touring a location-based experience
Pervasive'11 Proceedings of the 9th international conference on Pervasive computing
Locating experience: touring a pervasive performance
Personal and Ubiquitous Computing
Hearing is believing: evaluating ambient audio for location-based games
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Predicting user's movement with a combination of self-organizing map and markov model
ICANN'06 Proceedings of the 16th international conference on Artificial Neural Networks - Volume Part II
AR baseball presentation system with integrating multiple planar markers
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Exploring human-robot interaction through telepresence board games
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Hitchers: designing for cellular positioning
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Ambient Intelligence in Everyday Life
The choreography of conceptual development in computer supported instructional environments
Proceedings of the 11th International Conference on Interaction Design and Children
Design-in-play: improving the variability of indoor pervasive games
Multimedia Tools and Applications
Proceedings of the Designing Interactive Systems Conference
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example
Journal of Computer Assisted Learning
Computer game for small pets and humans
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Mobile games and design requirements to increase teenagers' physical activity
Pervasive and Mobile Computing
fAARS: a platform for location-aware trans-reality games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Expanding the magic circle in pervasive casual play
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Blowtooth: a provocative pervasive game for smuggling virtual drugs through real airport security
Personal and Ubiquitous Computing
Pervasive games research: a design aspects-based state of the art report
Proceedings of the 17th Panhellenic Conference on Informatics
Imaginary reality gaming: ball games without a ball
Proceedings of the 26th annual ACM symposium on User interface software and technology
Wireless Personal Communications: An International Journal
Enhancing site-specific theatre experience with remote partners in sleep no more
Proceedings of the 2013 ACM international workshop on Immersive media experiences
Freegaming: Mobile, collaborative, adaptive and augmented exergaming
Mobile Information Systems
Hi-index | 0.00 |
Human Pacman is a novel interactive entertainment system that ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on mobile computing, wireless LAN, ubiquitous computing, and motion-tracking technologies. Our human Pacman research is a physical role-playing augmented-reality computer fantasy together with real human–social and mobile gaming. It emphasizes collaboration and competition between players in a wide outdoor physical area which allows natural wide-area human–physical movements. Pacmen and Ghosts are now real human players in the real world, experiencing mixed computer graphics fantasy–reality provided by using the wearable computers. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between real and virtual worlds. We believe human Pacman is pioneering a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.