Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
ARQuake: the outdoor augmented reality gaming system
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
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
Visual registration for unprepared augmented reality environments
Personal and Ubiquitous Computing
Orchestrating a mixed reality game 'on the ground'
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Personal and Ubiquitous Computing
Towards the next generation of tabletop gaming experiences
GI '04 Proceedings of the 2004 Graphics Interface Conference
Scene Modelling, Recognition and Tracking with Invariant Image Features
ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The MORGAN framework: enabling dynamic multi-user AR and VR projects
Proceedings of the ACM symposium on Virtual reality software and technology
Internal and External Scene Graphs: A New Approach for Flexible Distributed Render Engines
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
An Infrastructure for Realizing Custom-Tailored Augmented Reality User Interfaces
IEEE Transactions on Visualization and Computer Graphics
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Combining multiple gaming interfaces in epidemic menace
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Capture the Flag: Mixed-Reality Social Gaming with Smart Phones
IEEE Pervasive Computing
Gaming on the edge: using seams in ubicomp games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Towards massively multi-user augmented reality on handheld devices
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Bringing context into play: supporting game interaction through real-time context acquisition
Proceedings of the 2007 workshop on Multimodal interfaces in semantic interaction
TimeWarp: interactive time travel with a mobile mixed reality game
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Pervasive Mobile Games --- A New Mindset for Players and Developers
Proceedings of the 2nd International Conference on Fun and Games
Guidelines for designing augmented reality games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
W41K: digitally augmenting traditional game environments
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Run to the Hills! Ubiquitous Computing Meltdown
Proceedings of the 2007 conference on Advances in Ambient Intelligence
Rapid development of distributed applications using high-level communication support
Journal of Network and Computer Applications
Interoperability standards for pervasive games
Proceedings of the 1st International Workshop on Games and Software Engineering
Location-based team recommendation in computer gaming scenarios
Proceedings of the 2nd ACM SIGSPATIAL International Workshop on Querying and Mining Uncertain Spatio-Temporal Data
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Pervasive games research: a design aspects-based state of the art report
Proceedings of the 17th Panhellenic Conference on Informatics
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Pervasive games provide a new type of game combining new technologies with the real environment of the players. While this already poses new challenges to the game developer, requirements are even higher for pervasive Augmented Reality games, where the real environment is additionally enhanced by virtual game items. In this paper we will review the technological challenges to be met in order to realize pervasive AR games, show how they go beyond those of other pervasive games, and present how our AR framework copes with them. We will further show how these approaches are applied to three pervasive AR games and draw conclusions regarding the future requirements regarding the support of this type of games.