TY - GEN
T1 - Incorporating virtual forms into traditional things to increase their values
AU - Sakamoto, Mizuki
AU - Nakajima, Tatsuo
AU - Alexandrova, Todorka
PY - 2012
Y1 - 2012
N2 - Computing technologies allow us to enhance our daily objects by adding virtual forms to the objects. The virtual forms present dynamically generated visual images containing information that influences a user's behavior and thinking. In a typical way, adding a display to show visual expressions or projecting some information on an object offers visual forms on the existing daily objects. We have designed three case studies that add virtual forms to existing objects. The first case study is Virtual Aquarium, which offers a virtual aquarium that reflects a user's toothbrushing behavior. The second case study is Augmented Go, which projects additional information on the real Go board for making a better decision in the game play. The third case study is Augmented Trading Card Game, which adds virtual characters and special effects on the trading cards of the Nintento DS game in order to encourage and provoke more social play of the game. In this paper, after presenting an overview of the three case studies that enhance traditional objects with virtual forms, we present six values that play an important role in the design of the enhanced objects. We believe that these values would be useful in the design of any other enhanced objects with virtual forms.
AB - Computing technologies allow us to enhance our daily objects by adding virtual forms to the objects. The virtual forms present dynamically generated visual images containing information that influences a user's behavior and thinking. In a typical way, adding a display to show visual expressions or projecting some information on an object offers visual forms on the existing daily objects. We have designed three case studies that add virtual forms to existing objects. The first case study is Virtual Aquarium, which offers a virtual aquarium that reflects a user's toothbrushing behavior. The second case study is Augmented Go, which projects additional information on the real Go board for making a better decision in the game play. The third case study is Augmented Trading Card Game, which adds virtual characters and special effects on the trading cards of the Nintento DS game in order to encourage and provoke more social play of the game. In this paper, after presenting an overview of the three case studies that enhance traditional objects with virtual forms, we present six values that play an important role in the design of the enhanced objects. We believe that these values would be useful in the design of any other enhanced objects with virtual forms.
KW - Augmented reality
KW - Gamification
KW - Values
KW - Virtual forms
UR - http://www.scopus.com/inward/record.url?scp=84870737881&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84870737881&partnerID=8YFLogxK
U2 - 10.1007/978-94-007-5086-9_3
DO - 10.1007/978-94-007-5086-9_3
M3 - Conference contribution
AN - SCOPUS:84870737881
SN - 9789400750852
T3 - Lecture Notes in Electrical Engineering
SP - 17
EP - 24
BT - Human Centric Technology and Service in Smart Space, HumanCom 2012
T2 - 2012 International Conference on Human-Centric Computing, HumanCom 2012
Y2 - 6 September 2012 through 8 September 2012
ER -