The world through the computer: computer augmented interaction with real world environments
Proceedings of the 8th annual ACM symposium on User interface and software technology
Collaborative gaming in augmented reality
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
ARQuake: An Outdoor/Indoor Augmented Reality First Person Application
ISWC '00 Proceedings of the 4th IEEE International Symposium on Wearable Computers
Collision Detection
An Occlusion-Capable Optical See-through Head Mount Display for Supporting Co-located Collaboration
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
Designing an augmented reality board game with children: the battleboard 3D experience
Proceedings of the 2004 conference on Interaction design and children: building a community
Augmented Reality Interface Toolkit
IV '04 Proceedings of the Information Visualisation, Eighth International Conference
Mobile Augmented Reality Techniques for GeoVisualisation
IV '05 Proceedings of the Ninth International Conference on Information Visualisation
Evaluating Human Factors in Augmented Reality Systems
IEEE Computer Graphics and Applications
Mixed Reality in Education, Entertainment, and Training
IEEE Computer Graphics and Applications
Face to Face Collaborative AR on Mobile Phones
ISMAR '05 Proceedings of the 4th IEEE/ACM International Symposium on Mixed and Augmented Reality
SCORPIODROME: an exploration in mixed reality social gaming for children
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
Exploring social, cultural and pedagogical issuesin AR-gaming through the live lego house
Proceedings of the international conference on Advances in computer entertainment technology
UAHCI'07 Proceedings of the 4th international conference on Universal access in human-computer interaction: applications and services
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Computer games are continuously improving graphics capabilities and game play, but the market demands show that more compelling gaming applications are required. In this article, the requirements of modern gaming applications are investigated and a classification of the most significant game design issues is presented. To understand the issues related to video and virtual reality gaming, an interactive game engine is designed and, as a case study, a traditional two-dimensional arcade game, called Breakout, is ported. Collision detection is supported between the graphics components of the application based on Newtonian laws of physics. To test the effectiveness of our approach, a tangible platform for playing interactive three-dimensional games using video see-through augmented reality techniques is proposed. To evaluate the effectiveness of each application, a pilot study was performed and the initial results of this study are presented.