Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/21069
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dc.contributor.authorTODI, Kashyap-
dc.contributor.authorDEGRAEN, Donald-
dc.contributor.authorBerghmans, Brent-
dc.contributor.authorFaes, Axel-
dc.contributor.authorKaminski, Matthijs-
dc.contributor.authorLUYTEN, Kris-
dc.date.accessioned2016-05-11T10:33:13Z-
dc.date.available2016-05-11T10:33:13Z-
dc.date.issued2016-
dc.identifier.citationProceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, p. 2745-2750-
dc.identifier.isbn9781450340823-
dc.identifier.urihttp://hdl.handle.net/1942/21069-
dc.description.abstractGeneric 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.isoen-
dc.publisherACM-
dc.rightsCopyright is held by the owner/author(s).-
dc.subject.otherimmersive games; tangibles; everyday objects; purposecentric interactions-
dc.titlePurpose-Centric Appropriation of Everyday Objects as Game Controllers-
dc.typeProceedings Paper-
local.bibliographicCitation.conferencedateMay 7-12, 2016-
local.bibliographicCitation.conferencenameThe ACM SIGCHI Conference on Human Factors in Computing Systems, CHI 2016-
local.bibliographicCitation.conferenceplaceSan Jose, CA, USA-
dc.identifier.epage2750-
dc.identifier.spage2745-
local.bibliographicCitation.jcatC1-
local.type.refereedRefereed-
local.type.specifiedProceedings Paper-
local.identifier.vabbc:vabb:415071-
dc.identifier.doi10.1145/2851581.2892448-
local.bibliographicCitation.btitleProceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems-
item.fulltextWith Fulltext-
item.fullcitationTODI, 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.validationvabb 2019-
item.accessRightsRestricted Access-
item.contributorTODI, Kashyap-
item.contributorDEGRAEN, Donald-
item.contributorBerghmans, Brent-
item.contributorFaes, Axel-
item.contributorKaminski, Matthijs-
item.contributorLUYTEN, Kris-
Appears in Collections:Research publications
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