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Augmenting the virtual domain with physical and social elements: towards a paradigm shift in computer entertainment technology

Published: 01 October 2004 Publication History

Abstract

In this paper, means of enriching computer entertainment experiences by emphasizing physical and social game elements are discussed. A conceptual framework in which the relations between the virtual, the physical, and the social domains are modeled is presented. Interfaces that mediate between the domains are discussed along with a complementary software architecture that helps developing hybrid computer games. Finally, sample games that follow the approach of physical and social augmentation are presented.

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  • (2023)Remote Wavelength: Design and Evaluation of a System for Social Connectedness Through Distributed Tabletop GameplayProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581142(1-19)Online publication date: 19-Apr-2023
  • (2017)Intermediate-Level Knowledge in Child-Computer InteractionProceedings of the 2017 Conference on Interaction Design and Children10.1145/3078072.3079719(7-16)Online publication date: 27-Jun-2017
  • (2016)From interactive surfaces to interactive game pieces in hybrid board gamesJournal of Ambient Intelligence and Smart Environments10.3233/AIS-1603968:5(531-548)Online publication date: 31-Oct-2016
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  1. Augmenting the virtual domain with physical and social elements: towards a paradigm shift in computer entertainment technology

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    cover image Computers in Entertainment
    Computers in Entertainment   Volume 2, Issue 4
    First anniversary issue
    October 2004
    144 pages
    EISSN:1544-3574
    DOI:10.1145/1037851
    Issue’s Table of Contents

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 01 October 2004
    Published in CIE Volume 2, Issue 4

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    Author Tags

    1. computer games
    2. entertainment
    3. hybrid environments
    4. tabletop games
    5. tangible interfaces

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    • (2023)Remote Wavelength: Design and Evaluation of a System for Social Connectedness Through Distributed Tabletop GameplayProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581142(1-19)Online publication date: 19-Apr-2023
    • (2017)Intermediate-Level Knowledge in Child-Computer InteractionProceedings of the 2017 Conference on Interaction Design and Children10.1145/3078072.3079719(7-16)Online publication date: 27-Jun-2017
    • (2016)From interactive surfaces to interactive game pieces in hybrid board gamesJournal of Ambient Intelligence and Smart Environments10.3233/AIS-1603968:5(531-548)Online publication date: 31-Oct-2016
    • (2016)KioskARInternational Journal of Computer Games Technology10.1155/2016/76907542016(4)Online publication date: 1-Mar-2016
    • (2016)AR Dice TowerProceedings of the 13th International Conference on Advances in Computer Entertainment Technology10.1145/3001773.3001821(1-6)Online publication date: 9-Nov-2016
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    • (2015)Co-creating embodied sketches playing as a method to design with childrenProceedings of the 12th International Conference on Advances in Computer Entertainment Technology10.1145/2832932.2832975(1-7)Online publication date: 16-Nov-2015
    • (2015)Mind ReaderProceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems10.1145/2702613.2732930(1211-1216)Online publication date: 18-Apr-2015
    • (2015)Augmentation of Board Games Using SmartphonesUniversal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being10.1007/978-3-319-20684-4_47(483-492)Online publication date: 18-Jul-2015
    • (2015)Enabling Co-Located Physical Social Play: A Framework for Design and EvaluationGame User Experience Evaluation10.1007/978-3-319-15985-0_10(209-238)Online publication date: 5-Jun-2015
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