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Providing both physical and perceived affordances using physical games pieces on touch based tablets

Published: 21 July 2012 Publication History

Abstract

Whilst capacitive touch screen phones and tablets, such as the iPhone and iPad, are increasingly becoming one of the main forms of gaming platform, the nature of the touch interface and the lack of physical feedback are seen as limitations. In this research we investigate how physical game pieces can be used to augment tablet games to provide both physical and perceived affordance through direct tangible interaction. After devising a scheme for the creation of such games pieces that can support both static and dynamic interaction, the concept is demonstrated through the creation of an air hockey game that uses an iPad as the table and is played with physical air hockey mallets that interact with the iPad surface and a virtual puck. Not only are the physical hockey mallets perceived to add considerably to the enjoyment of the game, such game pieces can be easily created using 3D printing and conductive cloth to provide a range of functionality.

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Cited By

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  • (2021)PenShaft: Enabling Pen Shaft Detection and Interaction for Touchscreens12th Augmented Human International Conference10.1145/3460881.3460934(1-9)Online publication date: 27-May-2021
  • (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
  • (2015)Playful and Gameful Design for the Internet of ThingsMore Playful User Interfaces10.1007/978-981-287-546-4_7(151-173)Online publication date: 17-May-2015
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Published In

cover image ACM Other conferences
IE '12: Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
July 2012
182 pages
ISBN:9781450314107
DOI:10.1145/2336727
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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  • Auckland University of Technology
  • University of Technology, Sydney: University of Technology, Sydney

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 21 July 2012

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Author Tags

  1. affordances
  2. augmented virtuality
  3. games
  4. mobile
  5. natural user interfaces
  6. physicality
  7. tangible interfaces

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  • Research-article

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IE '12
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  • University of Technology, Sydney

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Overall Acceptance Rate 64 of 148 submissions, 43%

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Cited By

View all
  • (2021)PenShaft: Enabling Pen Shaft Detection and Interaction for Touchscreens12th Augmented Human International Conference10.1145/3460881.3460934(1-9)Online publication date: 27-May-2021
  • (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
  • (2015)Playful and Gameful Design for the Internet of ThingsMore Playful User Interfaces10.1007/978-981-287-546-4_7(151-173)Online publication date: 17-May-2015
  • (2015)The Interactive-Token Approach to Board GamesAmbient Intelligence10.1007/978-3-319-26005-1_10(138-154)Online publication date: 30-Oct-2015
  • (2014)Designing Mobile and Ubiquitous Games and Playful InteractionsPlayful User Interfaces10.1007/978-981-4560-96-2_4(71-95)Online publication date: 18-Feb-2014

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