The design and implementation of pie menus
Dr. Dobb's Journal
Cooperative design: techniques and experiences from the Scandinavian scene
Human-computer interaction
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
'ForSe FIElds' - Force Sensors for Interactive Environments
UbiComp '02 Proceedings of the 4th international conference on Ubiquitous Computing
Remarkable computing: the challenge of designing for the home
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Z-Tiles: building blocks for modular, pressure-sensing floorspaces
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Aesthetic interaction: a pragmatist's aesthetics of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Tangible products: redressing the balance between appearance and action
Personal and Ubiquitous Computing
Extending cyberspace: location based games using cellular phones
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The magic carpet: physical sensing for immersive environments
CHI EA '97 CHI '97 Extended Abstracts on Human Factors in Computing Systems
On the design of Camelot, an outdoor game for children
Proceedings of the 2006 conference on Interaction design and children
Stepstone: an interactive floor application for hearing impaired children with a cochlear implant
Proceedings of the 6th international conference on Interaction design and children
LiteFoot - auditory display of footwork
ICAD'98 Proceedings of the 1998 international conference on Auditory Display
Stepstone: an interactive floor application for hearing impaired children with a cochlear implant
Proceedings of the 6th international conference on Interaction design and children
Interactive spatial multimedia for communication of art in the physical museum space
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Designing physical and social intergenerational family entertainment
Interacting with Computers
Multimodal floor for immersive environments
ACM SIGGRAPH 2009 Emerging Technologies
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Interactive floor support for kinesthetic interaction in children learning environments
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Design and development of four prototype interactive edutainment exhibits for museums
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: context diversity - Volume Part III
VAST'10 Proceedings of the 11th International conference on Virtual Reality, Archaeology and Cultural Heritage
Exploring social interaction in co-located multiplayer games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
GravitySpace: tracking users and their poses in a smart room using a pressure-sensing floor
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Towards persuasive sociometric technologies for inclusive educational settings
Proceedings of the Biannual Conference of the Italian Chapter of SIGCHI
TapTiles: LED-based floor interaction
Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces
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This paper introduces a novel interactive floor platform for social games and entertainment involving multiple co-located users in a collaborative game environment. The interactive floor used as the prototype platform, is a 12 m2 glass surface with bottom projection and camera based tracking of limb (e.g. foot, hand, and knee) contact points. The iGameFloor platform supports tracking of limb points for more than 10 users at the same time. This paper describes the technological platform and the interaction techniques used for social gaming and entertainment. Three iGameFloor applications are discussed with the purpose of displaying the potential of the physical computer game platform. Experiences and perspectives for further development of the iGameFloor platform are discussed.