2020
DOI: 10.1007/978-3-030-50164-8_15
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Wizard of Oz and the Design of a Multi-player Mixed Reality Game

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Cited by 3 publications
(2 citation statements)
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“…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); Cavallo and Forbes (2016); Behmel et al (2014); …”
Section: State-of-the-art Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…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); Cavallo and Forbes (2016); Behmel et al (2014); …”
Section: State-of-the-art Reviewmentioning
confidence: 99%
“…the work by Pratticò et al (2019); Lupetti et al (2015); Lahey et al (2008), could also roughly be merged into this genre, note that there might be no actual physical contact between the players and the robots. In addition, the most targeted application domains were general-purpose use (Harley et al (2017); Samodelkin et al (2016); Linner et al (2005); Kim et al (2020); Pratticò et al (2019); Lupetti et al (2015); Smith and Graham (2010)) and education (Torstensson et al (2020); Wang et al (2019); Prompolmaueng et al (2021); Pillat et al (2012); Yannier et al (2013); Lahey et al (2008); Hatton et al (2008)), followed by entertainment (Cheok et al (2002); Cavallo and Forbes (2016); Oswald et al (2014); Jing et al (2017); Hong et al (2017)), social interaction (Swearingen and Swearingen (2018); Khoo et al (2009); Tan et al (2006)), sports (Kajastila and Hämäläinen (2014)) and architecture (Behmel et al (2014)).…”
Section: State-of-the-art Reviewmentioning
confidence: 99%