Creating the invisible interface: (invited talk)
UIST '94 Proceedings of the 7th annual ACM symposium on User interface software and technology
The Creatures global digital ecosystem
Artificial Life
Pirates: proximity-triggered interaction in a multi-player game
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Seamful interweaving: heterogeneity in the theory and design of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Sensorium games: usability considerations for pervasive gaming
Proceedings of the 23rd annual international conference on Design of communication: documenting & designing for pervasive information
GpsTunes: controlling navigation via audio feedback
Proceedings of the 7th international conference on Human computer interaction with mobile devices & services
Trove: a physical game running on an ad-hoc wireless sensor network
Proceedings of the 2005 joint conference on Smart objects and ambient intelligence: innovative context-aware services: usages and technologies
The whereabouts clock: early testing of a situated awareness device
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Meeting technology challenges of pervasive augmented reality games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Place-specific computing: conceptual design cases from urban contexts in four countries
Proceedings of the 7th ACM conference on Designing interactive systems
Design for coincidence: incorporating real world artifacts in location based games
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Gaming on the move: urban experience as a new paradigm for mobile pervasive game design
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
Unravelling seams: improving mobile gesture recognition with visual feedback techniques
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Making friends by killing them: using location-based urban gaming to expand personal networks
CHI '10 Extended Abstracts on Human Factors in Computing Systems
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction platforms and techniques
Combining web, mobile phones and public displays in large-scale: manhattan story mashup
PERVASIVE'07 Proceedings of the 5th international conference on Pervasive computing
Head up games: the games of the future will look more like the games of the past
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
panOULU conqueror: pervasive location-aware multiplayer game for city-wide wireless network
Proceedings of the 3rd International Conference on Fun and Games
Touch to play: mobile gaming with dynamic, NFC-based physical user interfaces
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
A ludological view on the pervasive mixed-reality game research paradigm
Personal and Ubiquitous Computing
Design-in-play: improving the variability of indoor pervasive games
Multimedia Tools and Applications
Designing mediated combat play
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
Hi-index | 0.01 |
Outdoor multi-player games are an increasingly popular application area for ubiquitous computing, supporting experimentation both with new technologies and new user experiences. This paper presents an outdoor ubicomp game that exploits the gaps or seams that exist in complex computer systems. Treasure is designed so that players move in and out of areas of wireless network coverage, taking advantage not only of the connectivity within a wireless 'hotspot' but of the lack of connectivity outside it. More broadly, this paper discusses how the notion of seamful design can be a source of design ideas for ubicomp games.