2011
DOI: 10.1155/2011/570210
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Out of the Cube: Augmented Rubik's Cube

Abstract: Computer gaming habits have a tendency to evolve with technology, the best being ones that immerse both our imagination and intellect. Here, we describe a new game platform, an Augmented Reality Rubik's cube. The cube acts simultaneously as both the controller and the game board. Gameplay is controlled by the cube, and game assets are rendered on top of it. Shuffling and tilting operations on the cube are mapped to game interaction. We discuss the game design decisions involved in developing a game for this pl… Show more

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Cited by 7 publications
(8 citation statements)
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“…Rubik's Cube is a three-dimensional mechanical puzzle, discovered in 1974 by a Hungarian sculptor and professor of architecture named Erno Rubik [2], [8]- [10]. In the mid-1970s, Erno Rubik wanted to model as a learning tool to help his students understand three-dimensional geometry and eventually become the world's best-selling puzzle toy [5], [11], [12], Fig.…”
Section: A Rubik's Cubementioning
confidence: 99%
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“…Rubik's Cube is a three-dimensional mechanical puzzle, discovered in 1974 by a Hungarian sculptor and professor of architecture named Erno Rubik [2], [8]- [10]. In the mid-1970s, Erno Rubik wanted to model as a learning tool to help his students understand three-dimensional geometry and eventually become the world's best-selling puzzle toy [5], [11], [12], Fig.…”
Section: A Rubik's Cubementioning
confidence: 99%
“…sq (1,6), sq(5, 0), sq(5,3), sq (5,6), sq (3,8), sq (3,5), sq (3,2)]; 2. Data 1 = [sq (4,6), sq(4, 7), sq(4, 8), sq(2, 0), sq(2, 3), sq (2,6), sq(5, 2), sq(5,1), sq(5, 0), sq(0, 8), sq(0, 5), sq(0, 2)]; 3.…”
Section: Advances In Intelligent Systems Research (Aisr) Volume 144mentioning
confidence: 99%
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“…Second, cubes have established a natural mental model of interaction, owing to the numerous cube-based designs already embedded in everyday life. For instance, the game mechanics of the renowned Rubik's cube exemplify cubeenabled tangible interactions [4]. As users have experience manipulating commonplace cubic objects and toys such as the Rubik's cube, they are well-acquainted with the underlying tangible concept and the fundamental interactions it allows.…”
Section: Introductionmentioning
confidence: 99%