Tangible Interfaces for Pervasive Gaming

Authors

  • Bernhard Jung
  • Andreas Schrader
  • Darren V. Carlson

Keywords:

tangible interfaces, pervasive gaming, phidgets

Abstract

With pervasive gaming, novel types of games have recently emerged. The idea is to apply pervasive computing technology - which embeds computers in real-world, everyday environments - to games. By bringing gaming back to natural, social interaction spaces, pervasive gaming aims to overcome some restrictions of conventional computer games: Players are no longer tied to computer screens and human-human interaction is not constrained by graphical user interfaces (GUIs), which is a crucial aspect of traditional non-computer games. Our approach to pervasive gaming also builds on tangible user interfaces (TUIs) where players interact with the game environment by physically grasping and moving real-world objects. In this paper, we propose a simple and cost-effective, but efficient and powerful approach to tangible and pervasive gaming based on Phidgets. The framework, as well as two example games, have been developed as part of a Game Design course at the ISNM.

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Published

2005-01-01

Bibtex

@Conference{digra162, title ="Tangible Interfaces for Pervasive Gaming", year = "2005", author = "Jung, Bernhard and Schrader, Andreas and Carlson, Darren V.", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/162}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}