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Human Pacman: a mobile wide-area entertainment system based on physical, social, and ubiquitous computing

Published: 02 September 2004 Publication History

Abstract

Human Pacman is a novel mixed reality interactive entertainment system that ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by wearable computer, mixed reality, and ubiquitous computing research. We have progressed from the old days of 2D arcade Pacman on screens, with incremental development, to the popular 3D game home console Pacman, and the recent mobile online Pacman. Finally with our research system Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now human players in the real world experiencing computer graphics fantasy-reality by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide unique experiences of seamless transitions between real and virtual worlds. We believe Human Pacman is pioneering a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.

References

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D. Myers. Computer game semiotics, Play and Culture. 1991.
[2]
M. Weiser. The computer for the 21st century. Scientific American, 265:94--100, March 1991.
[3]
J. Bowlby. Attachment and loss, volume i: Attachment. Basic Book, 1983. New York.
[4]
P. Konami Corporation, 2001.

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  • (2016)Sonic-BadmintonProceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems10.1145/2851581.2892510(1922-1929)Online publication date: 7-May-2016
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cover image ACM Other conferences
ACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
September 2004
368 pages
ISBN:1581138822
DOI:10.1145/1067343
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 September 2004

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Author Tags

  1. tangible interaction
  2. ubiquitous computing
  3. wearable computer

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ACE04

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2023)Dynamic Theater: Location-Based Immersive Dance Theater, Investigating User Guidance and ExperienceProceedings of the 29th ACM Symposium on Virtual Reality Software and Technology10.1145/3611659.3615705(1-11)Online publication date: 9-Oct-2023
  • (2018)Situated Game Level Editing in Augmented RealityProceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3173225.3173230(409-418)Online publication date: 18-Mar-2018
  • (2016)Sonic-BadmintonProceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems10.1145/2851581.2892510(1922-1929)Online publication date: 7-May-2016
  • (2016)Expanding exertion gamingInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2016.02.00390:C(1-13)Online publication date: 1-Jun-2016
  • (2014)Evaluating outdoor games with the NS-2 and NS-3 simulation frameworks2014 IEEE 11th Consumer Communications and Networking Conference (CCNC)10.1109/CCNC.2014.7056326(498-501)Online publication date: Jan-2014
  • (2010)A preliminary evaluation of backup servers for longer gaming sessions in MANETsProceedings of the 3rd International ICST Conference on Simulation Tools and Techniques10.4108/ICST.SIMUTOOLS2010.8720(1-6)Online publication date: 15-Mar-2010
  • (2010)Augmented Reality Window: Digital reconstruction of a historical and cultural site for smart phones2010 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities10.1109/ISMAR-AMH.2010.5643289(67-68)Online publication date: Oct-2010
  • (2009)HeartBeatProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/1518701.1519033(2181-2184)Online publication date: 4-Apr-2009
  • (2009)Let's Play Together with the Camera of Your Mobile DeviceDesign and Use of Serious Games10.1007/978-1-4020-9496-5_9(127-141)Online publication date: 2009
  • (2005)Painting the town redProceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology10.1145/1178477.1178479(9-18)Online publication date: 15-Jun-2005

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