Proceedings of the SIGCHI Conference on Human Factors in Computing Systems 2004
DOI: 10.1145/985692.985742
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Orchestrating a mixed reality game 'on the ground'

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Cited by 86 publications
(61 citation statements)
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References 6 publications
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“…Unsmooth attention displacement between physical and virtual environments poses a challenge for creating games where both physical and virtual elements are utilized, especially if the window on the world [17] is not truly mobile as are the screens of smart phones and other portable devices. Augmented reality (AR) is one option for blending partial contents from virtual as a direct projection onto physical.…”
Section: A Attention Displacement Between Physical and Virtual Envirmentioning
confidence: 99%
“…Unsmooth attention displacement between physical and virtual environments poses a challenge for creating games where both physical and virtual elements are utilized, especially if the window on the world [17] is not truly mobile as are the screens of smart phones and other portable devices. Augmented reality (AR) is one option for blending partial contents from virtual as a direct projection onto physical.…”
Section: A Attention Displacement Between Physical and Virtual Envirmentioning
confidence: 99%
“…Many research prototypes [4,11,12,24,36,46] as well as some commercial games, like Ingress [28] and Zombies, Run! [47], use the player's location as data input for the game.…”
Section: Related Workmentioning
confidence: 99%
“…Prior work in pervasive and urban games has explored elements of collocated interaction such as ''live'' orchestration from a control room through digital communication [12,30], collaboration between people on the ground and online [4], giving and following instructions in teams [37], and successfully merging physical and virtual play [4,11,46]. Can You See Me Now?…”
Section: Related Workmentioning
confidence: 99%
“…DR and MRGs are both highly orchestrated activities. Authoring and orchestration tools 'behind the scenes' of an MRG, as well as player interfaces, provide managers, players and spectators with different temporal and spatial views of the game world in order to support the experience (Crabtree et al, 2004). These settings are surprisingly comparable to the 'control room' of a disaster response operation, in their collections of sophisticated technological arrangements to communicate and coordinate real-time information streams, in order to create a holistic view amidst an immersive setting of interest.…”
Section: Related Workmentioning
confidence: 99%