2009
DOI: 10.1007/s00371-009-0388-3
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Multimodal augmented reality tangible gaming

Abstract: This paper presents tangible augmented reality gaming environment that can be used to enhance entertainment using a multimodal tracking interface. Players can interact using different combinations between a pinch glove, a Wiimote, a six degrees-of-freedom tracker, through tangible ways as well as through I/O controls. Two tabletop augmented reality games have been designed and implemented including a racing game and a pile game. The goal of the augmented reality racing game is to start the car and move around … Show more

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Cited by 16 publications
(10 citation statements)
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“…However, this is only true so long as the didactical principles of video games are integrated in the process [37]. This includes a preference for tangible games with multimodal-based interaction [32].…”
Section: Introductionmentioning
confidence: 99%
“…However, this is only true so long as the didactical principles of video games are integrated in the process [37]. This includes a preference for tangible games with multimodal-based interaction [32].…”
Section: Introductionmentioning
confidence: 99%
“…Further, an emerging trend of serious games, which are computer games meant for non-leisure and educational purposes, has also been observed. They are different and better than traditional games because they may be used for simulations in areas, such as medicine, military operations, and education, thereby linking entertainment and work [36]. As case study, two AR games were used; the AR Puzzle, a puzzle game based on the City University campus in London, and AR Breakout, an old arcade game that was moved to a tangible environment.…”
Section: Ar In Entertainmentmentioning
confidence: 99%
“…Tangible games appear to be significantly more enjoyable than keyboard games. [ 36 ] Pervasive AR games to experience tourist destinations The ExCORA mobile experience aimed to facilitate the engagement of the general public with the Urgull Mountain Spain. The aim was to encourage people to visit the mountain and to educate the visitors.…”
Section: Ar In Entertainmentmentioning
confidence: 99%
“…Dünser and Hornecker (2007) employed think-aloud to evaluate how young children interact with augmented reality books. Liarokapis and colleagues (Liarokapis, Macan & Malone, 2009a;Liarokapis, Macan, Malone, Rebolledo-Mendez & de Freitas, 2009b) used think-aloud to evaluate and discuss implementation of different interaction methods in AR games. Nielsen et al (2002) assert the importance of addressing the potential issues related with the think-aloud technique before, during, and after a session.…”
Section: Think Aloudmentioning
confidence: 99%