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- short-paperMarch 2021
Remote You, Haru and Me: Exploring Social Interaction in Telepresence Gaming With a Robotic Agent
HRI '21 Companion: Companion of the 2021 ACM/IEEE International Conference on Human-Robot InteractionPages 283–287https://doi.org/10.1145/3434074.3447177Novel forms of two-player telegame interaction might extend and enhance social connection between physically separated persons. We examine the potential of a Rock-Paper-Scissors game conveyed via an embodied telepresence agent. We compare a game ...
- research-articleJuly 2018
League of lasers: a superhuman sport using motion tracking
SHS '18: Proceedings of the First Superhuman Sports Design Challenge: First International Symposium on Amplifying Capabilities and Competing in Mixed RealitiesArticle No.: 8, Pages 1–5https://doi.org/10.1145/3210299.3210307League of Lasers is a motion-based game where two teams compete in a mix between football and Pong [2]. Players use `virtual mirrors' to try to guide a laser pulse towards the opponent team's target. The game aims at stimulating interaction between ...
- research-articleOctober 2016
Proximity-Based Automatic Exchange of Data in Mobile Gaming: Studying the Experiences of StreetPass Users
NordiCHI '16: Proceedings of the 9th Nordic Conference on Human-Computer InteractionArticle No.: 26, Pages 1–10https://doi.org/10.1145/2971485.2971508Despite the ubiquity of short-range connectivity technologies and their use for pragmatic purposes, the opportunities they provide for playful interaction are not well understood. StreetPass feature on Nintendo 3DS handheld gaming devices is a rare ...
- abstractOctober 2015
Penguin Peril: The Fun of Queuing Up!
CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in PlayPages 771–774https://doi.org/10.1145/2793107.2810271Queues have been around since the law of the jungle has been abandoned, and they are outdated, boring and time consuming structures. Time spent waiting is time wasted and possibly even frustrating if the waiting process does not occur in comfortable ...
- abstractOctober 2014
Taxi trouble: communication is key
- Rob van Bekkum,
- Thijs L.M. Brands,
- Soheil S. Jahanshahi,
- Aidan C.A. Mauricio,
- Joost J.E. Oorschot van,
- Fanny Lie,
- Ben Kybartas,
- Rafael Bidarra
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 387–390https://doi.org/10.1145/2658537.2662994We present the Android game Taxi Trouble, an interactive, competitive and collaborative multi-player game focusing on stimulating social interaction, effective communication and entertaining groups of four to eight people for a short timeframe.
- abstractOctober 2014
BloxAR: augment your social life!
- Niels C. Bakker,
- Jehan R.S. da Camara,
- Maarten van Elsas,
- Leon J. Helsloot,
- Gert Spek,
- Isha J. van Baar,
- Rafael Bidarra,
- Ben A. Kybartas
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 319–322https://doi.org/10.1145/2658537.2662989Many people who own a smartphone spend a large amount of time playing mobile games. Despite the technological capabilities and social potential of these devices, the majority of mobile games make limited use of available technologies and contain little ...
- articleApril 2010
Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds
Computer Supported Cooperative Work (KLU-COSU), Volume 19, Issue 2Pages 201–230https://doi.org/10.1007/s10606-010-9109-8This is a study of interaction in massively multiplayer online games. The general interest concerns how action is coordinated in practices that neither rely on the use of talk-in-interaction nor on a socially present living body. For the participants ...
- ArticleOctober 2004
Supporting continuous consistency in multiplayer online games
MULTIMEDIA '04: Proceedings of the 12th annual ACM international conference on MultimediaPages 388–391https://doi.org/10.1145/1027527.1027619Multiplayer online games have become very popular in recent years. However, they generally suffer from network latency problem. If a player changes its states, it will take some time before the changes are reflected to other concurrent players. This ...