Augmented Traditional Games Project           Tetsuo Yamabe           Distributed and Ubiquitous Computing Lab., Waseda Un...
Concept               Augmented traditional game series aim at extending               the functionality of gaming to enha...
Tangible, multimodal, social2011   3   8
Augmented game play               Hiroshi Ishii, Craig Wisneski, Julian Orbanes, Ben Chun, and Joe Paradiso. 1999.        ...
Work flow                                 Game environment                Sensing                                Game      ...
Use cases               Steve Hinske and Marc Langheinrich.               2009. W41K: digitally augmenting               t...
Use cases               Fun               Practice               Research2011   3   8
Case studies2011   3   8
Making non-gaming           activities playful2011   3   8
Design issues           Seamless device integration to the game environment           Playfulness towards sustainable intr...
Contact               Tetsuo Yamabe (PM)                Research associate, Waseda University                yamabe@dcl.in...
Augmented Traditional Games Project Brief Introduction
Augmented Traditional Games Project Brief Introduction
Augmented Traditional Games Project Brief Introduction
Augmented Traditional Games Project Brief Introduction
Augmented Traditional Games Project Brief Introduction
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Augmented Traditional Games Project Brief Introduction

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Tetsuo Yamabe, Takahiro Iwata, Takahiro Shichinohe, and Tatsuo Nakajima, Prototyping Augmented Traditional Games: Concept, Design and Case Studies. In Proceedings of the Sixth International Conference on Grid and Pervasive Computing (GPC’11, full paper)

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Augmented Traditional Games Project Brief Introduction

  1. 1. Augmented Traditional Games Project Tetsuo Yamabe Distributed and Ubiquitous Computing Lab., Waseda University2011 3 8
  2. 2. Concept Augmented traditional game series aim at extending the functionality of gaming to enhance UX, without losing their original look-and-feel.2011 3 8
  3. 3. Tangible, multimodal, social2011 3 8
  4. 4. Augmented game play Hiroshi Ishii, Craig Wisneski, Julian Orbanes, Ben Chun, and Joe Paradiso. 1999. PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play. In Proc. of CHI 99.2011 3 8
  5. 5. Work flow Game environment Sensing Game Human items players Game logic Feedback Game event collation recognition Logging Preview2011 3 8
  6. 6. Use cases Steve Hinske and Marc Langheinrich. 2009. W41K: digitally augmenting traditional game environments. In Proc. of TEI 09.2011 3 8
  7. 7. Use cases Fun Practice Research2011 3 8
  8. 8. Case studies2011 3 8
  9. 9. Making non-gaming activities playful2011 3 8
  10. 10. Design issues Seamless device integration to the game environment Playfulness towards sustainable intrinsic motivation Unobtrusive feedback with less cognitive load Portable, handy, and robust setup for commercialization Better understanding of the essentials of game mechanism2011 3 8
  11. 11. Contact Tetsuo Yamabe (PM) Research associate, Waseda University yamabe@dcl.info.waseda.ac.jp2011 3 8

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