Please use this identifier to cite or link to this item:
http://hdl.handle.net/1942/21069
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DC Field | Value | Language |
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dc.contributor.author | TODI, Kashyap | - |
dc.contributor.author | DEGRAEN, Donald | - |
dc.contributor.author | Berghmans, Brent | - |
dc.contributor.author | Faes, Axel | - |
dc.contributor.author | Kaminski, Matthijs | - |
dc.contributor.author | LUYTEN, Kris | - |
dc.date.accessioned | 2016-05-11T10:33:13Z | - |
dc.date.available | 2016-05-11T10:33:13Z | - |
dc.date.issued | 2016 | - |
dc.identifier.citation | Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, p. 2745-2750 | - |
dc.identifier.isbn | 9781450340823 | - |
dc.identifier.uri | http://hdl.handle.net/1942/21069 | - |
dc.description.abstract | Generic multi-button controllers are the most common input devices used for video games. In contrast, dedicated game controllers and gestural interactions increase immersion and playability. Room-sized gaming has opened up possibilities to further enhance the immersive experience, and provides players with opportunities to use full-body movements as input. We present a purpose-centric approach to appropriating everyday objects as physical game controllers, for immersive room-sized gaming. Virtual manipulations supported by such physical controllers mimic real-world function and usage. Doing so opens up new possibilities for interactions that flow seamlessly from the physical into the virtual world. As a proof-of-concept, we present a ‘Tower Defence’ styled game, that uses four everyday household objects as game controllers, each of which serves as a weapon to defend the base of the players from enemy bots. Players can use 1) a mop (or a broom) to sweep away enemy bots directionally; 2) a fan to scatter them away; 3) a vacuum cleaner to suck them; 4) a mouse trap to destroy them. Each controller is tracked using a motion capture system. A physics engine is integrated in the game, and ensures virtual objects act as though they are manipulated by the actual physical controller, thus providing players with a highly-immersive gaming experience. | - |
dc.language.iso | en | - |
dc.publisher | ACM | - |
dc.rights | Copyright is held by the owner/author(s). | - |
dc.subject.other | immersive games; tangibles; everyday objects; purposecentric interactions | - |
dc.title | Purpose-Centric Appropriation of Everyday Objects as Game Controllers | - |
dc.type | Proceedings Paper | - |
local.bibliographicCitation.conferencedate | May 7-12, 2016 | - |
local.bibliographicCitation.conferencename | The ACM SIGCHI Conference on Human Factors in Computing Systems, CHI 2016 | - |
local.bibliographicCitation.conferenceplace | San Jose, CA, USA | - |
dc.identifier.epage | 2750 | - |
dc.identifier.spage | 2745 | - |
local.bibliographicCitation.jcat | C1 | - |
local.type.refereed | Refereed | - |
local.type.specified | Proceedings Paper | - |
local.identifier.vabb | c:vabb:415071 | - |
dc.identifier.doi | 10.1145/2851581.2892448 | - |
local.bibliographicCitation.btitle | Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems | - |
item.fulltext | With Fulltext | - |
item.fullcitation | TODI, Kashyap; DEGRAEN, Donald; Berghmans, Brent; Faes, Axel; Kaminski, Matthijs & LUYTEN, Kris (2016) Purpose-Centric Appropriation of Everyday Objects as Game Controllers. In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, p. 2745-2750. | - |
item.validation | vabb 2019 | - |
item.accessRights | Restricted Access | - |
item.contributor | TODI, Kashyap | - |
item.contributor | DEGRAEN, Donald | - |
item.contributor | Berghmans, Brent | - |
item.contributor | Faes, Axel | - |
item.contributor | Kaminski, Matthijs | - |
item.contributor | LUYTEN, Kris | - |
Appears in Collections: | Research publications |
Files in This Item:
File | Description | Size | Format | |
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ea2744-todi.pdf Restricted Access | Published version | 16.58 MB | Adobe PDF | View/Open Request a copy |
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