Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System 2012
DOI: 10.1145/2336727.2336735
|View full text |Cite
|
Sign up to set email alerts
|

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

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
7
0

Year Published

2013
2013
2021
2021

Publication Types

Select...
4
3
1

Relationship

1
7

Authors

Journals

citations
Cited by 10 publications
(7 citation statements)
references
References 12 publications
0
7
0
Order By: Relevance
“…2 One of the reasons for this renaissance is the ubiquitous play that mobile devices allow. Like the larger screens, these games can also make use of tangible interaction with objects, for instance, using active [55] or passive [10] tags. Physical pawns for playing board games on tablet PCs have recently been commercialized by board game companies, for example, under the names of iPieces 3 and ePawn.…”
Section: Mobile Interactive Surfacesmentioning
confidence: 99%
“…2 One of the reasons for this renaissance is the ubiquitous play that mobile devices allow. Like the larger screens, these games can also make use of tangible interaction with objects, for instance, using active [55] or passive [10] tags. Physical pawns for playing board games on tablet PCs have recently been commercialized by board game companies, for example, under the names of iPieces 3 and ePawn.…”
Section: Mobile Interactive Surfacesmentioning
confidence: 99%
“…In particular, we consider the objects for use within a iPad game we have dubbed Pong+ (Burnett, Coulton, and Lewis 2012). The game is played with the iPad horizontal and using physical game objects as 'mallets', as you would in the physical game of Air Hockey, but with a virtual game 'puck' as might be seen in the Atari classic Pong.…”
Section: Figure 5: A) Makie Fitted With Clothes Made From Conductive mentioning
confidence: 99%
“…Placing this particular implementation into context it can be regarded as a fully embodied dynamic spatial tangible interface (Ullmer and Ishii 2000). The research associated with this game not only highlighted the benefits of the physical affordances of the mallets over an alternate purely virtual implementation it also highlighted that the number, size and spacing of the touch points that can be tracked simultaneously within such a game is highly device dependent (Burnett et al 2012). This is because no standard exists that specifies these parameters for either phones or tablets which means that designers may have to invest considerable time evaluating the capabilities of many devices if they are aiming for cross platform compatibility of their game objects.…”
Section: Figure 5: A) Makie Fitted With Clothes Made From Conductive mentioning
confidence: 99%
“…A TUI also provides a physical form that represents the information in both a graphical and a tactile sense. Moreover, a TUI has several advantages over graphical user interfaces (GUI) in terms of the controllability such as the performance time or the error rate (Burnett et al, 2012;Wulf, 2007). A TUI is more flexible and capable than a GUI that is limited to indirect control.…”
Section: Introductionmentioning
confidence: 99%