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- abstractOctober 2014
"Generic Shooter 3000": a realistic first person shooter powered by biofeedback
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 371–374https://doi.org/10.1145/2658537.2662995"Generic Shooter 3000"" is a First-Person shooter with semi-realistic interaction, where actions such as firing a gun or diving through underwater sections are performed with your own body- through the use of biofeedback technology. This prototype is ...
- 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
PowerFall: a voice-controlled collaborative game
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 395–398https://doi.org/10.1145/2658537.2662993In this extended abstract, we present PowerFall, a 2D arcade-style voice-controlled two-player collaborative game. In the game, two players control two cartoon characters tied back-to-back under a falling parachute. The players shout into smartphone ...
- abstractOctober 2014
OHR
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 355–358https://doi.org/10.1145/2658537.2662987OHR is a puzzle and platform game, based on both classical mechanics and tangible interaction, powered by Unity3D and a custom-built hardware interface called Radiant Square (Radiant2). OHR tells the tale of Spark, an electronic life form, which wakes ...
- abstractOctober 2014
Tag and seek: a location-based game in Tainan City
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 315–318https://doi.org/10.1145/2658537.2662986Tag and Seek is a location-based game which leads a traveler through Tainan City in Taiwan. The traveler's task is to find Harry's friends who are hiding at different sites in the city. Once at the site, the traveler has to scan a Near Field ...
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- abstractOctober 2014
Little Newton: an educational physics game
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 351–354https://doi.org/10.1145/2658537.2662985Little Newton is a 3D defense game in which the player learns about basic physics concepts by controlling physical attributes of projectiles. The mechanics of the game require the player to learn the basics of parabolic arcs, and friction in order to ...
- abstractOctober 2014
Herbert: a motion-controlled mobile game
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 331–334https://doi.org/10.1145/2658537.2662982Smartphone games lack the hardware interface afforded by other gaming media like controllers for consoles, keyboard and mouse for PCs, joysticks and buttons on arcade cabinets, etc. As such, many popular games focus on puzzle mechanics using the touch ...
- abstractOctober 2014
Jelly polo: increasing richness and competition in sports games using small-scale exertion
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 367–370https://doi.org/10.1145/2658537.2662981Sports video games should be inherently competitive, but they fall short in providing true competition for the players. The emphasis on statistical simulations in traditional sports video games has taken away the ability for players to gain expertise ...
- abstractOctober 2014
Shynosaurs: a game of attention dilemma
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 391–394https://doi.org/10.1145/2658537.2662979Shynosaurs is a game designed to harvest the full range of the natural behaviour of the eyes. On one hand, players need to use their eyes to aim where they direct the mouse, click and drop characters into a safe zone (the cuties). This is the usual ...
- abstractOctober 2014
ASPECT sinking and floating: an interactive playable simulation for teaching buoyancy concepts
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 327–330https://doi.org/10.1145/2658537.2662978Traditional methods of teaching concepts relating to buoyancy (sinking and floating) to elementary students are often ineffective. With the development of new const-effective haptic controllers, we may be able to improve upon traditional teaching ...
- abstractOctober 2014
The trial of galileo: a game of motion graphs
- Ian Pommer,
- Michael N. Flaherty,
- Alicia Griesbach,
- Bryant Seiler,
- John Leitner,
- Kenneth Patterson,
- Dylan Tepp,
- Brent Dingle
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 363–366https://doi.org/10.1145/2658537.2662977This paper presents a 2D game designed to assist students in better understanding motion graphs. In this game the player's character is not controlled by a joystick or control pad. Instead the game employs a unique interface enabling the player to ...
- abstractOctober 2014
HIDDEN LION: a location based app game of sword lion searching
- Kuo Ping Chang,
- Yu Wei Huang,
- Shu Yin Hsueh,
- Yuh Tyng Chen,
- Shun Nung Huang,
- Chien-Hsu Chen,
- Sheng-Fen Chien
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 323–326https://doi.org/10.1145/2658537.2662975In this paper we introduce Hidden Lion, a Location Based Service(LBS) APP game which is related to sword lion culture in Anping, Taiwan. Sword Lion symbolizes the protector god in Anping. Many local people built sword lions in front their houses because ...
- abstractOctober 2014
Developing iconic and semi-iconic game controllers
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 435–436https://doi.org/10.1145/2658537.2661327We propose the notion of semi-iconic game input (i.e., sharing some properties of game objects instead of being a complete iconic representation of them) and investigate influence of controller representation on player experience. In particular, we ...
- abstractOctober 2014
Towards balancing learner autonomy and pedagogical process in educational games
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 455–456https://doi.org/10.1145/2658537.2661326We present the preliminary work in the TAEMILE project, which aims to co-regulate the learning process in educational games by automatically balancing learners autonomy and the pedagogical processes intended by educators. We focus on our design ...
- abstractOctober 2014
Adage: an open API for data collection in educational games
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 437–438https://doi.org/10.1145/2658537.2661325In an attempt to provide academic game development studios with an efficient and low-cost data collection system that can be used across multiple games, the Assessment Data Aggregator for Gaming Environments (ADAGE) framework is currently being designed ...
- abstractOctober 2014
Ad hoc genre switching: a concept for generalized parametrizable game mechanics
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 401–402https://doi.org/10.1145/2658537.2661324Game designers have to satisfy the needs of different player types. This paper presents a generalizable concept for switching between different play styles or genres without changing the basic game elements. As an example we employ specific combinations ...
- abstractOctober 2014
wanted: guild, depicting hardcore gaming culture in virtual reality
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 407–408https://doi.org/10.1145/2658537.2661323In this paper we present a playable interactive documentary experience, wanted:Guild, about the experience of hardcore gamers. Informed by postmodern literary theory, the project uses a stereoscopic virtual-reality-based environment supported by the ...
- abstractOctober 2014
Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 451–452https://doi.org/10.1145/2658537.2661322Collectors often attach memories and stories to the objects they collect. These stories can be lost over time, and particularly when the collections are digitized. In this paper, we present semi-structured interviews with collectors of hockey ...
- abstractOctober 2014
Toward interactive social stories for children with autism
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 453–454https://doi.org/10.1145/2658537.2661321This paper proposes Interactive Social Stories (ISS), a new approach for enhancing traditional autism interventions to promote stimulus { em generalization}. Using interactive narrative techniques of variability and branching structures, we designed a ...
- abstractOctober 2014
ASPECT: sinking and floating haptics for elementary school students
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 405–406https://doi.org/10.1145/2658537.2661319Traditional classroom methods of teaching concepts relating to buoyancy (sinking and floating) to elementary students are often ineffective. Incorporating haptic force-feedback controllers may help to improve traditional teaching methods. ASPECT: ...