抄録
This paper strives to investigate the possibilities of minimizing the boundary between the real and the fictional virtual space. As a case study, we have developed Enhanced TCG that replaces real components of the trading card game in the real space with fictional components. It also integrates the real and fictional space using transmedia storytelling. In Enhanced TCG, a player sees the enhanced space using a head mounted display. We found that achieving immersion is a key factor to make our approach successful. The transformation from the real components to fictional components changes the meaning of the real space to more emotionally engage a player beyond the real space. This idea offers a lot of new promising opportunities like enhancing gamification by incorporating fictionality through Ubicomp technologies.
本文言語 | English |
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ホスト出版物のタイトル | UbiComp and ISWC 2015 - Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and the Proceedings of the 2015 ACM International Symposium on Wearable Computers |
出版社 | Association for Computing Machinery, Inc |
ページ | 37-40 |
ページ数 | 4 |
ISBN(印刷版) | 9781450335751 |
DOI | |
出版ステータス | Published - 2015 9月 7 |
イベント | ACM International Joint Conference on Pervasive and Ubiquitous Computing and the 2015 ACM International Symposium on Wearable Computers, UbiComp and ISWC 2015 - Osaka, Japan 継続期間: 2015 9月 7 → 2015 9月 11 |
Other
Other | ACM International Joint Conference on Pervasive and Ubiquitous Computing and the 2015 ACM International Symposium on Wearable Computers, UbiComp and ISWC 2015 |
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国/地域 | Japan |
City | Osaka |
Period | 15/9/7 → 15/9/11 |
ASJC Scopus subject areas
- コンピュータ ネットワークおよび通信
- ハードウェアとアーキテクチャ
- ソフトウェア