The second self: computers and the human spirit
The second self: computers and the human spirit
A dimension space for the design of interactive systems within their physical environments
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
BUILD-IT: A Brick-based integral Solution Supporting Multidisciplinary Design Tasks
Proceedings of the IFIP Working Group 13.2 Conference on Designing Effective and Usable Multimedia Systems
Linking physical and virtual interaction spaces
ICEC '03 Proceedings of the second international conference on Entertainment computing
Emerging frameworks for tangible user interfaces
IBM Systems Journal
Entertainment is a human factor: game design and HCI
CHI EA '97 CHI '97 Extended Abstracts on Human Factors in Computing Systems
Exploring user experience in "blended reality": moving interactions out of the screen
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Developing an augmented reality racing game
Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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The game and entertainment industry plays an enormous role within the development and extensive usage of new technologies. They are one major technology driver concerning the development of powerful graphics hardware, innovative interaction devices and efficient game engines.Actual game developments show the trend to include the player with his whole body - the time of sitting in darkened rooms in front of a computer monitor is outdated. Therefore, special hard-and software components have been developed and new user interfaces have been designed allowing an unprecedented game play.The subsequent consequential step is to play games everywhere (independent from time and place), to include the game player completely in the game (high level of immersion) and to integrate the game seamlessly into reality (blurring the edges of reality and virtuality). Therefore, new and innovative technologies must be used. One of these technology is Augmented Reality.In this paper, we describe the use of Augmented Reality to enable an immersive and realistic game play in real environments. As game we chose bowling. To support the bowling game with AR-technology a dedicated concept has been developed. The level of game realism is enhanced by an integrated real-time kinematics multi-body system simulation. A first prototypical realization, which is used for user testings, confirms the previously identified potentials of AR-technology within game entertainment.