Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The origins of ubiquitous computing research at PARC in the late 1980s
IBM Systems Journal
Sensetable: a wireless object tracking platform for tangible user interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
False prophets: exploring hybrid board/video games
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing
Personal and Ubiquitous Computing
Schminky: The design of a café based digital experience
Personal and Ubiquitous Computing
Searching common experience: a social communication tool based on mobile ad-hoc networking
Proceedings of the 7th international conference on Human computer interaction with mobile devices & services
Weekend battle: an entertainment system for improving workers' motivation
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Flashlight jigsaw: an exploratory study of an ad-hoc multi-player game on public displays
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Rapidly Prototyping Marker Based Tangible User Interfaces
VMR '09 Proceedings of the 3rd International Conference on Virtual and Mixed Reality: Held as Part of HCI International 2009
jogo: an explorative design for free play
Proceedings of the 9th International Conference on Interaction Design and Children
Adding playful interaction to public spaces
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
Tea table mediator: a multimodal ambient display on the table exploiting five senses convergence
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Smart Icebreaker: basic design for a serious game that promotes intimacy among group members
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Breaching barriers to collaboration in public spaces
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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In this paper we introduce FishPong, an interactive system designed to stimulate informal computer-supported cooperative play (CSCP) in public spaces such as coffeehouses and cafés. FishPong consists of a tabletop tangible user interface (TUI) that allows users to control a fish-themed video game using magnetically tagged coffee cups. FishPong has been designed as an "icebreaker" technology to encourage spontaneous social interaction among coffeehouse patrons. This work serves as an example of how environments might be subtly and unobtrusively augmented in order to facilitate informal human-to-human interaction.