Some computer science issues in ubiquitous computing
Communications of the ACM - Special issue on computer augmented environments: back to the real world
MIND-WARPING: towards creating a compelling collaborative augmented reality game
Proceedings of the 5th international conference on Intelligent user interfaces
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '03 Extended Abstracts on Human Factors in Computing Systems
ARQuake: An Outdoor/Indoor Augmented Reality First Person Application
ISWC '00 Proceedings of the 4th IEEE International Symposium on Wearable Computers
Designing collaborative games on handheld computers
ACM SIGGRAPH 2003 Sketches & Applications
The familiar stranger: anxiety, comfort, and play in public places
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Extending cyberspace: location based games using cellular phones
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Reality mining: sensing complex social systems
Personal and Ubiquitous Computing
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ACM Transactions on Computer-Human Interaction (TOCHI)
Wizard's apprentice gameplay-oriented design of a computer-augmented board game
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Prosopopeia: experiences from a pervasive Larp
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
Hitchers: designing for cellular positioning
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Pervasive Mobile Games --- A New Mindset for Players and Developers
Proceedings of the 2nd International Conference on Fun and Games
OPOS: an observation scheme for evaluating head-up play
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
FRAP: a framework for pervasive games
Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems
Viable and portable architecture for pervasive learning spaces
Proceedings of the 9th International Conference on Mobile and Ubiquitous Multimedia
A ludological view on the pervasive mixed-reality game research paradigm
Personal and Ubiquitous Computing
Pervasive play for everyone using the weather
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Expanding the magic circle in pervasive casual play
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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We present the pervasive game Insectopia, which have been designed by the approach of utilizing commercially available mobile phones to provide context-dependent gameplay. The design and evaluation of the game is described together with a discussion on how this approach can speed up making pervasive games a viable game genre for the general public.