2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities 2011
DOI: 10.1109/ismar-amh.2011.6093652
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Pre-patterns for designing embodied interactions in handheld augmented reality games

Abstract: The game industry and related research communities have shown a surge of interest in reality-based interfaces that create "embodied" game play experiences. Handheld AR (HAR) is a reality-based interface that renders digital objects onto a player's perception of the physical world. HAR creates a hybrid space in which players can leverage their existing physical and social skills to interact with the game system and with each other. Although HAR has received some attention in the world of handheld gaming, there … Show more

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Cited by 42 publications
(29 citation statements)
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“…Effective game design considers the desired outcome of the intervention and targets behaviors and motivations of the individual player within the context of the choice-making environment [ 4 ]. Simply adding points, badges, and leaderboards without a purposeful design is adding gamification without clear outcomes or desired response [ 4 , 8 ]. The literature highlights that a number of things need to be considered such as how participants interact within the game—with each other and themselves.…”
Section: Methodsmentioning
confidence: 99%
See 2 more Smart Citations
“…Effective game design considers the desired outcome of the intervention and targets behaviors and motivations of the individual player within the context of the choice-making environment [ 4 ]. Simply adding points, badges, and leaderboards without a purposeful design is adding gamification without clear outcomes or desired response [ 4 , 8 ]. The literature highlights that a number of things need to be considered such as how participants interact within the game—with each other and themselves.…”
Section: Methodsmentioning
confidence: 99%
“…All dynamic player behaviors can be designed purposefully to achieve behavior such as cooperation, competition, behavior loops [ 20 ], and habit formation. Even negative behaviors can provide a fun dynamics for entertaining and engaging game play [ 8 ] such as cheating, bluffing, conspiring, or even quitting [ 15 ]. Roles other than players may also form influential dynamics.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Having described the elements of AR system, the designers' task is to develop AR applications and figure out these elements together ( (Shi, et al 2015, Billinghurst, Grasset and Seichter 2009, Santos, et al 2015, Chastine, et al 2007, Nilsen 2006, Ortman and Swedlund 2012, design patterns (Schmitz, Specht and Klemke 2012, MacWilliams, et al 2004, Xu, et al 2011) and usability principles (Kalalahti 2015, Ko, Chang and Ji 2013). All these suggestions provide the design knowledge for designers.…”
Section: Design Challenges Of Ar Systemmentioning
confidence: 99%
“…One of the current gaming trends is the Microsoft Kinect and the Nintendo Wii to control game character [1]. Both lead to a game interface that leverages the player's knowledge and skills to create a natural and intuitive experience [2]. Educational games are popular learning media that are commonly being developed by experts.…”
Section: Introductionmentioning
confidence: 99%