Traditional games meet ICT: A case study on go game augmentation

Takahiro Iwata*, Tetsuo Yamabe, Mikko Polojärvi, Tatsuo Nakajima

*この研究の対応する著者

研究成果: Conference contribution

24 被引用数 (Scopus)

抄録

While pervasive technologies explore new gaming styles, traditional games, such as cards and tabletop games are still appealing and have various irreplaceable flavors. We point out that tangible game objects and spatial interactions amplify emotional impacts in gaming; and the advantage cannot be reproduced in completely digitalized games. Thus we propose the concept of augmented traditional games, which aims at extending game features without losing original look-and-feel. In this paper, we introduce a case study on augmenting the game of Go. Our prototype supports several game modes, for example, a self-training mode for beginners. Based on an experimental study with the prototype, we discuss human factor issues in game design. We also suggest an augmentation framework for a wider range of traditional games as future work.

本文言語English
ホスト出版物のタイトルTEI'10 - Proceedings of the 4th International Conference on Tangible, Embedded, and Embodied Interaction
ページ237-240
ページ数4
DOI
出版ステータスPublished - 2010
イベント4th International Conference on Tangible, Embedded, and Embodied Interaction, TEI'10 - Cambridge, MA, United States
継続期間: 2010 1月 252010 1月 27

出版物シリーズ

名前TEI'10 - Proceedings of the 4th International Conference on Tangible, Embedded, and Embodied Interaction

Conference

Conference4th International Conference on Tangible, Embedded, and Embodied Interaction, TEI'10
国/地域United States
CityCambridge, MA
Period10/1/2510/1/27

ASJC Scopus subject areas

  • コンピュータ グラフィックスおよびコンピュータ支援設計
  • 人間とコンピュータの相互作用
  • ソフトウェア

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