Proceedings of the SIGCHI Conference on Human Factors in Computing Systems the CHI Is the Limit - CHI '99 1999
DOI: 10.1145/302979.303115
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PingPongPlus

Abstract: This paper introduces a novel interface for digitallyaugmented cooperative play. We present the concept of the "athletic-tangible interface," a new class of interaction which uses tangible objects and full-body motion in physical spaces with digital augmentation. We detail the implementation of PingPongPlus, a "reactive ping-pong table", which features a novel sound-based ball tracking technology. The game is augmented and transformed with dynamic graphics and sound, determined by the position of impact, and t… Show more

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Cited by 196 publications
(24 citation statements)
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“…259 ec(h)o's TUI draws on this notion by coupling an 260 everyday and graspable object, a wooden cube with 261 digital navigation and information. Ishii was inspired 262 by the aesthetics and rich affordances of scientific 263 instruments [26] and the transparency of a well-worn 264 ping-pong paddle [29] …”
Section: U N C O R R E C T E D P R O O Fmentioning
confidence: 99%
“…259 ec(h)o's TUI draws on this notion by coupling an 260 everyday and graspable object, a wooden cube with 261 digital navigation and information. Ishii was inspired 262 by the aesthetics and rich affordances of scientific 263 instruments [26] and the transparency of a well-worn 264 ping-pong paddle [29] …”
Section: U N C O R R E C T E D P R O O Fmentioning
confidence: 99%
“…In PingPongPlus [6], Ishii et al proposed a novel interface for digitally-augmented cooperative play and the concept of the athletictangible interface. By contrast, Blank et al [2] present a sensor- Figure 2: Real-time golf-swing training system using sonification and sound image localization from Tanaka et al [12] based stroke detection and stroke type classification in table tennis.…”
Section: Academic Researchmentioning
confidence: 99%
“…When current practices are investigated; it is seen that the augmented reality applications in the field of sports concentrate on development of expert systems which will substitute or facilitate the training of sports people and help the trainers or on managing competitions in a more fair way and presenting the competitions to audiences in a more entertaining and attracting way. PingPongPlus, which aims analyzing the techniques of ping pong players and conducting a more interactive competition, is one of the applications developed regarding the training and analysis of sports people (Ishii, Wisneski, Orbanes, Chun, & Paradiso, 1999). In PingPongPlus, 8 microphones were installed under the table and the point to where the ball strikes was determined through the time in which the sound waves reach to each microphone.…”
Section: Augmented Reality Practices In Sportsmentioning
confidence: 99%