Prototyping augmented traditional games: Concept, design and case studies

Tetsuo Yamabe, Takahiro Iwata, Takahiro Shichinohe, Tatsuo Nakajima

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    1 Citation (Scopus)

    Abstract

    Traditional game augmentation aims at adding new value and playful features to a traditional game with keeping its original look-and-feel. Players can concentrate on playing the game as usual, without paying extra attention to the service. Context monitoring enables to automatically record game events so that players can review a gaming process, strategy and excited scenes after game finishes, for example. Multimodal feedback also provides supporting information to understand the mechanism of games e.g., visualize threatened territories where beginner players tend to fail to notice. Moreover, players can dynamically and seamlessly turn on and off such pervasive gaming features while gaming. In this paper, we develop the concept of augmented traditional games with two case studies: Augmented Go and EmoPoker. We also report the preliminary user study results with implicating future work.

    Original languageEnglish
    Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    Pages105-116
    Number of pages12
    Volume6646 LNCS
    DOIs
    Publication statusPublished - 2011
    Event6th International Conference on Grid and Pervasive Computing, GPC 2011 - Oulu
    Duration: 2011 May 112011 May 13

    Publication series

    NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    Volume6646 LNCS
    ISSN (Print)03029743
    ISSN (Electronic)16113349

    Other

    Other6th International Conference on Grid and Pervasive Computing, GPC 2011
    CityOulu
    Period11/5/1111/5/13

    Fingerprint

    Prototyping
    Game
    Feedback
    Monitoring
    Gaming
    User Studies
    Augmentation
    Concepts
    Design
    Tend

    Keywords

    • Augmented traditional games
    • design guideline
    • entertainment computing
    • tangible interaction

    ASJC Scopus subject areas

    • Computer Science(all)
    • Theoretical Computer Science

    Cite this

    Yamabe, T., Iwata, T., Shichinohe, T., & Nakajima, T. (2011). Prototyping augmented traditional games: Concept, design and case studies. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 6646 LNCS, pp. 105-116). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 6646 LNCS). https://doi.org/10.1007/978-3-642-20754-9_12

    Prototyping augmented traditional games : Concept, design and case studies. / Yamabe, Tetsuo; Iwata, Takahiro; Shichinohe, Takahiro; Nakajima, Tatsuo.

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 6646 LNCS 2011. p. 105-116 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 6646 LNCS).

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Yamabe, T, Iwata, T, Shichinohe, T & Nakajima, T 2011, Prototyping augmented traditional games: Concept, design and case studies. in Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). vol. 6646 LNCS, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 6646 LNCS, pp. 105-116, 6th International Conference on Grid and Pervasive Computing, GPC 2011, Oulu, 11/5/11. https://doi.org/10.1007/978-3-642-20754-9_12
    Yamabe T, Iwata T, Shichinohe T, Nakajima T. Prototyping augmented traditional games: Concept, design and case studies. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 6646 LNCS. 2011. p. 105-116. (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)). https://doi.org/10.1007/978-3-642-20754-9_12
    Yamabe, Tetsuo ; Iwata, Takahiro ; Shichinohe, Takahiro ; Nakajima, Tatsuo. / Prototyping augmented traditional games : Concept, design and case studies. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 6646 LNCS 2011. pp. 105-116 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)).
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