Seventh IEEE International Symposium on Multimedia (ISM'05) 2005
DOI: 10.1109/ism.2005.46
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Context-aware multimedia provisioning for pervasive games

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Cited by 14 publications
(6 citation statements)
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“…A more complex case is related to a new type of entertainment, called pervasive gaming, as presented by Linner et.al. in [17].…”
Section: Past Present and Future Of Context Aware Multimedia Applicationsmentioning
confidence: 99%
“…A more complex case is related to a new type of entertainment, called pervasive gaming, as presented by Linner et.al. in [17].…”
Section: Past Present and Future Of Context Aware Multimedia Applicationsmentioning
confidence: 99%
“…As we scrutinized through the state-of-the-art research, an intriguing multifaceted technodiversity was identified from current literature body. Some frequently adopted hardware settings in these MR game studies included: 1) hand-held devices such as smart phones, tablets and personal digital assistants etc., examples like the work by Samodelkin et al (2016); Cavallo and Forbes (2016); Linner et al (2005); Behmel et al (2014); Torstensson et al (2020), 2) head-mounted devices like Microsoft Hololens, Magic Leap, Oculus etc., examples like the work by Cheok et al (2002); Harley et al (2017); Kim et al (2020); Wang et al (2019); Prompolmaueng et al (2021) 3) positionfixed devices like Microsoft Kinect (Pillat et al (2012); Oswald et al (2014); Pratticò et al (2019); Jing et al (2017); Yannier et al (2013)), ceiling-/wall-mounted projectors (Kim et al (2020); Oswald et al (2014); Pratticò et al (2019); Hong et al (2017); Lupetti et al (2015); Lahey et al (2008); Hatton et al (2008); Kajastila and Hämäläinen (2014); Swearingen and Swearingen (2018)), public displays (Samodelkin et al (2016); Smith and Graham (2010)) etc. Many studies leveraged standard interactions offered by conventional I/O devices like game pads (Cheok et al (2002); Kim et al (2020); Oswald et al (2014); Pratticò et al (2019); Hong et al (2017); Khoo et al (2009); Swearingen and Swearingen (2018), touchscreens Samodelkin et al (2016);…”
Section: State-of-the-art Reviewmentioning
confidence: 99%
“…fiducial markers (Cheok et al (2002); Lahey et al (2008)), motion tracking (Pillat et al (2012); Jing et al (2017); Lupetti et al (2015); Kajastila and Hämäläinen (2014); Tan et al (2006)). 2) location based interaction, with players being in either an indoor or outdoor environment, including the work by Cheok et al (2002); Samodelkin et al (2016); Cavallo and Forbes (2016); Linner et al (2005); Pratticò et al (2019); Khoo et al (2009). 3) Tangible/object based interaction, including the work by Cheok et al (2002); Harley et al (2017); Behmel et al (2014); Oswald et al (2014); Jing et al (2017); Yannier et al (2013); Hong et al (2017); Smith and Graham (2010); while robot based interaction, e.g.…”
Section: State-of-the-art Reviewmentioning
confidence: 99%
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“…O objetivo deste jogo [57]é desenhar um determinado símbolo no mapa do jogo através da conquista (marcação) de locais físicos. O primeiro time a completar o desenho, ganha o jogo.…”
Section: A54 Cronunclassified