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A component based architecture for distributed, pervasive gaming applications

2006 , Magerkurth, C. , Engelke, T. , Grollman, D.

In this paper, we describe a component based architecture for developing distributed, pervasive games that integrate tangible and graphical user interface components. We first discuss some of the interface components we have developed and then present a coordination infrastructure called Pegasus that allows flexibly coupling and reconfiguring components during runtime. On top of Pegasus we have created a language for describing pervasive games called DHG and briefly present a first sample application that is based on the component based architecture and defined with the game description language DHG.

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Publication

Augmenting the virtual domain with physical and social elements

2004 , Magerkurth, C. , Engelke, T. , Memisoglu, M.

In this paper, means of enriching computer entertainment experiences by emphasizing physical and social game elements are discussed. A conceptual framework in which the relations between the virtual, the physical, and the social domains are modelled is presented. Interfaces that mediate between the domains are discussed along with a complementary software architecture that helps developing hybrid computer games. Finally, sample games that follow the approach of physical and social augmentation are presented.