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poster

Catching Fireflies: a persuasive augmented reality game for Android phones

Published: 24 March 2011 Publication History

Abstract

This poster explains the development of the unique game Catching Fireflies and how it is an example of persuasive technology used to draw people outdoors. Catching Fireflies is a game for Android operating systems which uses multiple aspects of the phone including the camera, GPS, accelerometers, orientation and proximity sensors, vibration, and camera LEDs, among others.

References

[1]
Android Developers (2010). Developer site for the Android OS. http://developer.android.com/.
[2]
Casey, M. (2008, August 31). Scientists See Fewer Fireflies. The Washington Post.
[3]
Disappearing Fireflies (2010, March 11). http://www.firefly.org/why-are-fireflies-disappearing.html.
[4]
Fogg, B. J. (2003). Persuasive Technology: Using Computers to Change What We Think and Do. Morgan Kauffman.
[5]
Hollerer, et al. (2003). Resolving Multiple Occluded Layers In Augmented Reality. ACM International Symposium on Mixed and Augmented Reality.
[6]
Rimmer, T. (2006, July 26). Afterglow: Is It Lights Out for Fireflies?. Associated Content, http://www.associatedcontent.com.
[7]
Schmalstieg, D. and Wagner, D. (2007). Experiences with Handheld Augmented Reality. In Proceedings of the 2007 6th IEEE and ACM International Symposium on Mixed and Augmented Reality, 1--13.
[8]
Soler, C., Zacarias, A., and Lucero, A. (2009). Molarcropolis: A Mobile Persuasive Game to Raise Oral Health and Dental Hygiene Awareness. In Proceedings of the International Conference on Advances in Computer Entertainment Technology, Vol. 422, 388--391.

Cited By

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  • (2018)Immersive Interactive Technologies for Positive Change: A Scoping Review and Design ConsiderationsFrontiers in Psychology10.3389/fpsyg.2018.013549Online publication date: 3-Aug-2018
  • (2013)Life-Like Animation System of Virtual Firefly Based on Animacy PerceptionEntertainment Computing – ICEC 201310.1007/978-3-642-41106-9_17(138-144)Online publication date: 2013

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cover image ACM Conferences
ACMSE '11: Proceedings of the 49th annual ACM Southeast Conference
March 2011
399 pages
ISBN:9781450306867
DOI:10.1145/2016039
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: 24 March 2011

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Author Tags

  1. augmented reality
  2. mobile application
  3. persuasive software

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ACM SE '11
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ACM SE '11: ACM Southeast Regional Conference
March 24 - 26, 2011
Georgia, Kennesaw

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Overall Acceptance Rate 502 of 1,023 submissions, 49%

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Cited By

View all
  • (2018)Immersive Interactive Technologies for Positive Change: A Scoping Review and Design ConsiderationsFrontiers in Psychology10.3389/fpsyg.2018.013549Online publication date: 3-Aug-2018
  • (2013)Life-Like Animation System of Virtual Firefly Based on Animacy PerceptionEntertainment Computing – ICEC 201310.1007/978-3-642-41106-9_17(138-144)Online publication date: 2013

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