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

Published: 24 January 2010 Publication History

Abstract

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.

References

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Christian F. and Friedemann M., Smart Playing Cards -- Enhancing the Gaming Experience with RFID. In Proceedings of the Third International Workshop on Pervasive Gaming Applications (2006). PerGames 2006 at PERVASIVE 2006.
[2]
Cooper, N., Keatley, A., Dahlquist, M., Mann, S., Slay, H., Zucco, J., Smith, R., and Thomas, B.H. 2004. Augmented Reality Chinese Checkers. In Proceedings of the 2004 ACM SIGCHI international Conference on Advances in Computer Entertainment Technology (2005). ACE '04, vol. 74. 117--126.
[3]
Herbst, I., Braun, A., McCall, R., and Broll, W. 2008. TimeWarp: interactive time travel with a mobile mixed reality game. In Proceedings of the 10th international Conference on Human Computer interaction with Mobile Devices and Services (2008). MobileHCI '08, 235--244.
[4]
Hinske, S. and Langheinrich, M. 2009. W41K: digitally augmenting traditional game environments. In Proceedings of the 3rd international Conference on Tangible and Embedded interaction (2009). TEI '09, 99--106.
[5]
Magerkurth, C., Cheok, A.D., Mandryk, R.L., and Nilsen, T. 2005. Pervasive games: bringing computer entertainment back to the real world. Computers in Entertainment (2005). CIE'05, 4--4.

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John M. Artz

When playing a traditional game, such a Go, Chess, Checkers, or even Poker, one has a sense of presence in the game space. The player can see his or her opponent, and can read visual clues such as facial expressions and body language. And, if the game ends badly, players can even assault each other! So when one plays these games remotely over the Internet, the social aspects and presence in the game space are lost. The purpose of this study is to augment the remote playing experience. The authors use personal computer (PC) cameras and displays to enhance the sense of presence in the game space. Although the paper suggests an interesting idea, the study is poorly conceived, poorly executed, and poorly explained. It is poorly conceived because there is virtually no theoretical context to support the difference between remote playing and local playing. Iwata et al. introduce the Japanese word "Ma," which is defined as "distances among objects in a space." "Ma" is the central construct in the study, but, beyond this short definition, it is not explained. Furthermore, the study is poorly executed because it is unclear whether it was intended to be an experiment or a prototyping effort. For example, the authors state that an "OpenCV library is used for visual analysis," but it is unclear what this is and why it is relevant. Finally, the paper is poorly explained because it rambles from experiment, to prototyping, to some in-depth explanation of the Go game. This lack of cohesion leaves the reader questioning the paper's purpose. Online Computing Reviews Service

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cover image ACM Conferences
TEI '10: Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
January 2010
414 pages
ISBN:9781605588414
DOI:10.1145/1709886
Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 24 January 2010

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Author Tags

  1. augmented reality
  2. entertainment computing
  3. tangible interaction

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TEI '10
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