Toward a framework for prototyping physical interfaces in multiplayer gaming: twinspace experiences
Reilly, D., Tang, A., Wu, A., Mathiasen, N., Echenique, A., Massey, J., Rouzati, H., and Chamoli, S. (2011). Toward a framework for prototyping physical interfaces in multiplayer gaming: twinspace experiences. In ICEC'11: Proceedings of the 10th international conference on Entertainment Computing, 428--431.
Abstract
We reflect on our experiences using an experimental platform for rapidly prototyping physical control configurations for multiplayer games. We describe how the architecture permits novel forms of collaborative play through the combination and configuration of basic tangible/physical building blocks, the deep integration between physical and virtual objects, and flexibility in how physical and virtual spaces are mapped onto each other. We also identify three important limitations of the architecture that became apparent through our prototyping efforts.
Materials
PDF File (http://hcitang.org/papers/2011-icec2011-twinspace-experiences.pdf)
DOI (http://dx.doi.org/10.1007/978-3-642-24500-8_58)
BibTeX
@inproceedings{reilly2011toward,
year = {2011},
type = {conference},
title = {Toward a framework for prototyping physical interfaces in multiplayer
gaming: twinspace experiences},
publisher = {Springer-Verlag},
pdfurl = {http://hcitang.org/papers/2011-icec2011-twinspace-experiences.pdf},
pages = {428--431},
location = {Vancouver, Canada},
isbn = {978-3-642-24499-5},
doi = {http://dx.doi.org/10.1007/978-3-642-24500-8_58},
date-modified = {2014-01-17 04:39:20 +0000},
booktitle = {ICEC'11: Proceedings of the 10th international conference on Entertainment
Computing},
author = {Reilly, Derek and Tang, Anthony and Wu, Andy and Mathiasen, Niels and
Echenique, Andy and Massey, Jonathan and Rouzati, Hafez and Chamoli, Shashank},
address = {Berlin, Heidelberg},
abstract = {We reflect on our experiences using an experimental platform for rapidly
prototyping physical control configurations for multiplayer games. We describe
how the architecture permits novel forms of collaborative play through the
combination and configuration of basic tangible/physical building blocks, the
deep integration between physical and virtual objects, and flexibility in how
physical and virtual spaces are mapped onto each other. We also identify three
important limitations of the architecture that became apparent through our
prototyping efforts.},
}