![]() ![]() In: Proceedings of the Conference on Human Factors in Computing Systems (CHI 1997), March 22-27 (1997) Ishii, H., Ullmer, B.: Tangible Bits: Towards Seamless Interfaces between People, Bits, and Atoms. In: Proceedings of the Conference on Human Factors in Computing Systems (CHI 1995), ACM, Denver, May 1995, pp. I.D., 60–65 (May/June 1995)įitzmaurice, G., et al.: Bricks: Laying the Foundations for Graspable User Interfaces. Smith, C.G.: The Hand That Rocks the Cradle. Communications of the ACM 36(7) (July 1993) Communications of ACM 36(7): Special issue on computer augmented environments: back to the real worldĬomputer Augmented Environments: Back to the Real World. Weiser, M.: Some computer science issues in ubiquitous computing. IEEE Network Magazine, 12–18 (November 1991) Quantum Research Group Ltd, (2002), Available at ĭuchamp, D., Steven, K.F., Gerald Jr., Q.M.: Software Technology forWireless Mobile Computing. InterSense Inc: Inertia Cube2 Bringing 3D To Life - Manual for Serial Port Model (2001) In: SIGGRAPH 2000 (2000)Ĭheok, A.D., Yang, X., Zhou, Z.Y., Billinghurst, M., Kato, H.: Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing. on Information and Systems (Special Issue on Networked Reality) E77-D(12), 1321–1329 (1994)īillinghurst, M., Campbell, S., Hendrickson, D., Chinthammit, W., Poupyrev, I., Takahashi, K., Kato, H.: Magic Book: Exploring Transitions in Collaborative AR Interfaces. Milgram, P., Kishino, F.: A Taxanomy of Mixed Reality Visual Displays. Thomas, B., Close, B., Donoghue, J., Squires, J., Bondi, P.D., Piekarski, W.: First Person Indoor Outdoor Augmented Reality Application: ARQuake. Tamura, H., Yamamoto, H., Katayama, A.: Mixed Reality: Future Dreams Seen at the Border between Real and Virtual Worlds. Oshima, T., Satoh, K., Yamamoto, H., Tamura, H.: AR2 Hockey system: A collaboration mixed reality system. ![]() In: Workshop on Designing Ubiquitous Computer Games, UbiComp 2001, Atlanta, GA (2001) Mandryk, R.L., Inkpen, K.M.: Supporting free play in ubiquitous computer games. 13 Conference on Human-Computer Interaction, Tokyo, Japan (2001) ACM Press, New Yorkījörk, S., Falk, J., Hansson, R., Ljungstrand, P.: Pirates! - Using the physical world as a game board. (2002), Available at Ĭrawford, C.: Live: What a Concept!àNetworked Games. Interactive Digital Software Association: Essential Facts About the Computer and Video Game Industry. Interactive Digital Software Association: State of the Industry - Report 2000-2001. Weiser, M.: The computer for the 21st century. Myers, D.: Computer game semiotics, Play and Culture, vol. 4, pp. This process is experimental and the keywords may be updated as the learning algorithm improves. These keywords were added by machine and not by the authors. We believe Human Pacman is pioneering a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing. Virtual cookies and actual physical objects are incorporated to provide novel experiences of seamless transitions between real and virtual worlds and tangible human computer interface respectively. Pacmen and Ghosts are now human players in the real world experiencing mixed reality visualization from the wearable computers on them. By setting the game in a wide outdoor area, natural human-physical movements have become an integral part of the game. This is a physical fantasy game integrated with human-social and mobile-gaming that emphasizes on collaboration and competition between players. Human Pacman is an interactive role-playing game that envisions to bring the computer gaming experience to a new level of emotional and sensory gratification by setting the real world as a playground. ![]()
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