Personal and Ubiquitous Computing
Creating entertainment applications for cellular phones
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Extending cyberspace: location based games using cellular phones
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Playing on a line: location-based games for linear trips
Proceedings of the international conference on Advances in computer entertainment technology
Gauntlet: a wearable interface for ubiquitous gaming
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
3D Space-time visualization of player behaviour in pervasive location-based games
International Journal of Computer Games Technology
Collect&Drop: A Technique for Multi-Tag Interaction with Real World Objects and Information
AmI '08 Proceedings of the European Conference on Ambient Intelligence
Towards an interface for untethered ubiquitous gaming
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
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
Effects of co-player visualization in a location-based chase-and-catch game
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services
Visual and tangible interactions with physical and virtual objects using context-aware RFID
Expert Systems with Applications: An International Journal
Tangible authoring of 3D virtual scenes in dynamic augmented reality environment
Computers in Industry
Fuzzy method to disclose behaviour patterns in a Tagged World
Expert Systems with Applications: An International Journal
Harnessing player creativity to broaden the appeal of location based games
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Using deliberate ambiguity of the information economy in the design of a mobile location based games
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Analysis of telemetry data from a real-time strategy game: A case study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Physical query interface for tangible augmented tagging and interaction
Expert Systems with Applications: An International Journal
Prototyping in PLACE: a scalable approach to developing location-based apps and games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing Seamless Mobile Augmented Reality Location Based Game Interfaces
Proceedings of International Conference on Advances in Mobile Computing & Multimedia
Hi-index | 0.00 |
RFID (Radio frequency identification) is often seen as an enabling technology for mixed-reality experiences where all kinds of objects, even the most mundane and inanimate, can be equipped to provide interaction between the real and virtual worlds. These mixed-reality experiences could occur in all aspects of our lives, but one of the most easily envisaged is that of computer games. As the mobile phone has become the computer carried in the pockets of a third of the population of the planet, it would seem a natural platform for these mixed-reality games. Further, the emergence of mobile phones that incorporate RFID readers gives the opportunity for creating games in which players interact with real physical objects, in real locations, and provides enhanced gameplay and experience. In this article we present details of a novel location- and object-enhanced mixed-reality version of the Namco arcade classic, Pacman. In particular, the article presents a comparison of the game to other mixed-reality versions of Pacman; the rationale behind specific design choices made during game design and its subsequent implementation; and an analysis of the experiences of people who have played the game. Our system highlights the possibilities via use of physical objects and the combination of mobile phones and RFID of yielding new mixed-reality entertainment experiences.