Tangible interfaces for remote collaboration and communication
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
The InfoCanvas: information conveyance through personalized, expressive art
CHI '01 Extended Abstracts on Human Factors in Computing Systems
AR2 Hockey: A Case Study of Collaborative Augmented Reality
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
inTouch: a medium for haptic interpersonal communication
CHI EA '97 CHI '97 Extended Abstracts on Human Factors in Computing Systems
A table tennis game for three players
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Building a table tennis game for three players
Proceedings of the international conference on Advances in computer entertainment technology
Evaluating a distributed physical leisure game for three players
OZCHI '07 Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces
A physical three-way interactive game based on table tennis
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
RopePlus: bridging distances with social and kinesthetic rope games
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Multi-jump: jump roping over distances
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Reflections on designing networked exertion games
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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In modern society, people increasingly lack social interaction, even though it is beneficial to professional and personal life. Airhockey Over a Distance aims to work against this trend by recreating the social experience and rapport facilitated by physical, casual game play in a distributed environment. We networked two airhockey tables and augmented them with a videoconference. Concealed mechanics on each table allow for a physical puck to be shot back and forth between the two locations, creating a perceived physical shared space between the participants. The hitting of a fast-moving, tangible puck between the two players creates a compelling social game experience which can support social interactions and contribute to an increased connectedness between people who are physically apart.