From interactive surfaces to interactive game pieces in hybrid board games

被引:5
|
作者
Mora, Simone [1 ]
di Loreto, Ines [2 ]
Divitini, Monica [1 ]
机构
[1] Norwegian Univ Sci & Technol, Dept Comp & Informat Sci, 7 Sem Saealandsvei, N-7491 Trondheim, Norway
[2] Univ Technol Troyes, ICD, 12 Rue Marie Curie, F-10004 Troyes, France
关键词
Tangible user interface; hybrid board game; interactive objects; pervasive gaming; ubiquitous computing;
D O I
10.3233/AIS-160396
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Recent advances in interactive surfaces and Tangible User Interfaces (TUIs) have created new opportunities for hybrid board games that aim at mixing the social affordances of traditional board games with the interactivity of video games. Within this area of research, we propose an approach centered on the concepts of tokens, constraints, spatial expressions, and interaction events. Rather than using interactive surfaces as the primary interaction medium, our approach relies on physical manipulation of interactive, computer-augmented game pieces on conventional surfaces. The design of our approach has been informed by a literature review that took into account 27 hybrid board games from both academia and industry. This review allowed us to identify technology strands used to implement interactive board games and discuss the pros and cons of the different alternatives in the design space. After describing our approach, we report how it was applied to the design and development of a game for training emergency workers. Building on feedback from user evaluations and our experience with the development, we outline design opportunities and challenges of the approach.
引用
收藏
页码:531 / 548
页数:18
相关论文
共 50 条
  • [1] Board, game, and media: Interactive board games as multimedia convergence
    Booth, Paul
    CONVERGENCE-THE INTERNATIONAL JOURNAL OF RESEARCH INTO NEW MEDIA TECHNOLOGIES, 2016, 22 (06): : 647 - 660
  • [2] The Interactive-Token Approach to Board Games
    Mora, Simone
    Di Loreto, Ines
    Divitini, Monica
    AMBIENT INTELLIGENCE, AMI 2015, 2015, 9425 : 138 - 154
  • [3] Making Real Games Virtual: Tracking Board Game Pieces
    Scher, Steven
    Crabb, Ryan
    Davis, James
    19TH INTERNATIONAL CONFERENCE ON PATTERN RECOGNITION, VOLS 1-6, 2008, : 3881 - 3884
  • [4] From computer games to interactive stories: interactive storytelling
    Charles, F
    Mead, SJ
    Cavazza, M
    ELECTRONIC LIBRARY, 2002, 20 (02): : 103 - 112
  • [5] Balancing Skills to Optimize Fun in Interactive Board Games
    Kraaijenbrink, Eva
    van Gils, Frank
    Cheng, Quan
    van Herk, Robert
    van den Hoven, Elise
    HUMAN-COMPUTER INTERACTION - INTERACT 2009, PT I, 2009, 5726 : 301 - 313
  • [6] A preceptor development program using an interactive board game
    Cooley, Janet Heather
    Larson, Suzanne
    Cheung, Matthew
    CURRENTS IN PHARMACY TEACHING AND LEARNING, 2023, 15 (08) : 769 - 773
  • [7] Persuasive games in Interactive Spaces: The Hidden Treasure Game
    Bonillo, Clara
    Romao, Teresa
    Cerezo, Eva
    PROCEEDINGS OF THE XX INTERNATIONAL CONFERENCE ON HUMAN-COMPUTER INTERACTION (INTERACCION'2019), 2019,
  • [8] A general framework for vision-based interactive board games
    Ren, JC
    Astheimer, P
    Marshall, IM
    GAME-ON 2003: 4th International Conference on Intelligent Games and Simulation, 2003, : 238 - 242
  • [9] Program evaluation: The board game an interactive learning tool for evaluators
    Febey, Karen
    Coyne, Molly
    AMERICAN JOURNAL OF EVALUATION, 2007, 28 (01) : 91 - 101
  • [10] TimeBOMB: An Interactive Game Station Showcasing the History of Computer Games
    Engert, Severin
    Albrecht, Remke
    Amend, Constantin
    Meyer, Felix
    CHI'20: EXTENDED ABSTRACTS OF THE 2020 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, 2020,