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Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing

Published: 12 January 2002 Publication History

Abstract

This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the real-world environment as essential elements of the game play, whilst also maintaining the exciting fantasy features of traditional computer entertainment. Our system called ‘Touch-Space’ is an embodied (ubiquitous, tangible, and social) computing based Mixed Reality (MR) game space which regains the physical and social aspects of traditional game play. In this novel game space, the real-world environment is an essential and intrinsic game element, and the human’s physical context influences the game play. It also provides the full spectrum of game interaction experience ranging from the real physical environment (human to human and human to physical world interaction), to augmented reality, to the virtual environment. It allows tangible interactions between players and virtual objects, and collaborations between players in different levels of reality. Thus, the system re-invigorates computer entertainment systems with social human-to-human and human-to-physical touch interactions.

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Published In

cover image Personal and Ubiquitous Computing
Personal and Ubiquitous Computing  Volume 6, Issue 5-6
December 2002
148 pages

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Springer-Verlag

Berlin, Heidelberg

Publication History

Published: 12 January 2002

Author Tags

  1. Embodied computing
  2. Game space
  3. Mixed reality
  4. Social computing
  5. Tangible interaction
  6. Ubiquitous computing

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  • (2024)Crossing Mixed Realities: A Review for Transitional Interfaces DesignProceedings of Mensch und Computer 202410.1145/3670653.3677481(629-634)Online publication date: 1-Sep-2024
  • (2024)Toward next generation mixed reality games: a research through design approachVirtual Reality10.1007/s10055-024-01041-928:3Online publication date: 27-Jul-2024
  • (2022)Working Attention, Planning and Social Skills Through Pervasive Games in Interactive SpacesIEEE Transactions on Learning Technologies10.1109/TLT.2022.315599315:1(119-136)Online publication date: 1-Feb-2022
  • (2021)A Digital Companion to Assist the Game Master for the Orchestration of a Mixed-Reality GameGames and Learning Alliance10.1007/978-3-030-92182-8_13(133-142)Online publication date: 1-Dec-2021
  • (2020)Altering the Stiffness, Friction, and Shape Perception of Tangible Objects in Virtual Reality Using Wearable HapticsIEEE Transactions on Haptics10.1109/TOH.2020.296738913:1(167-174)Online publication date: 1-Jan-2020
  • (2019)A Study on the Development of a Mixed Reality System Applied to the Practice of Socially Interactive Behaviors of Children with Autism Spectrum DisorderVirtual, Augmented and Mixed Reality. Applications and Case Studies 10.1007/978-3-030-21565-1_19(283-296)Online publication date: 26-Jul-2019
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  • (2018)Experiencing Content: Heuristics for Human-Centered Design for Augmented Reality2018 IEEE International Professional Communication Conference (ProComm)10.1109/ProComm.2018.00057(241-247)Online publication date: 22-Jul-2018
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  • (2016)KioskARInternational Journal of Computer Games Technology10.1155/2016/76907542016(4)Online publication date: 1-Mar-2016
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