Now showing 1 - 3 of 3
  • Publication
    The smart dice cup: A radio controlled sentient interaction device
    ( 2006)
    Magerkurth, C.
    ;
    Engelke, T.
    ;
    Röcker, C.
    In this paper, we present the Smart Dice Cup, a novel interaction device aimed at gaming applications in smart home environments. The Smart Dice Cup is used in a similar way as a traditional leather dice cup to generate random numbers. Integrated accelerometers relate the shaking of the device to the resulting rolls of the dice. In addition to an autonomous stand-alone mode, where the Smart Dice Cup serves as self-sustained gaming system, the device is also capable of communicating with its surrounding environment serving as an input device for other pervasive gaming applications.
  • Publication
    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.
  • 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.