Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/22944
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dc.contributor.authorBerghmans, Brent-
dc.contributor.authorFaes, Axel-
dc.contributor.authorKaminski, Matthijs-
dc.contributor.authorTODI, Kashyap-
dc.date.accessioned2016-12-21T13:55:47Z-
dc.date.available2016-12-21T13:55:47Z-
dc.date.issued2016-
dc.identifier.citationProceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM,p. 168-171-
dc.identifier.isbn9781450340823-
dc.identifier.urihttp://hdl.handle.net/1942/22944-
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 opens 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 Defense’ 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 are provided with: 1) 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 if they are manipulated by the actual physical controller, thus providing players with an immersive gaming experience.-
dc.language.isoen-
dc.publisherACM-
dc.rightsPermission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Copyright is held by the owner/author(s). CHI’16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA-
dc.subject.otherimmersive games; tangibles; everyday objects; purposecentric interactions-
dc.titleHousehold Survival: Immersive Room-Sized Gaming Using Everyday Objects as Weapons-
dc.typeProceedings Paper-
local.bibliographicCitation.conferencedateMay 07 - 12, 2016-
local.bibliographicCitation.conferencenameExtended Abstracts of the SIGCHI Conference on Human Factors in Computing Systems.CHI EA '16-
local.bibliographicCitation.conferenceplaceSan Jose, California, USA-
dc.identifier.epage171-
dc.identifier.spage168-
local.format.pages4-
local.bibliographicCitation.jcatC1-
local.publisher.placeNew York, NY, USA-
local.type.refereedRefereed-
local.type.specifiedProceedings Paper-
local.identifier.vabbc:vabb:415107-
dc.identifier.doi10.1145/2851581.2890372-
local.bibliographicCitation.btitleProceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems-
local.uhasselt.internationalno-
item.fullcitationBerghmans, Brent; Faes, Axel; Kaminski, Matthijs & TODI, Kashyap (2016) Household Survival: Immersive Room-Sized Gaming Using Everyday Objects as Weapons. In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM,p. 168-171.-
item.validationvabb 2019-
item.contributorBerghmans, Brent-
item.contributorFaes, Axel-
item.contributorKaminski, Matthijs-
item.contributorTODI, Kashyap-
item.fulltextWith Fulltext-
item.accessRightsRestricted Access-
Appears in Collections:Research publications
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