Now showing 1 - 6 of 6
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User interfaces for pervasive games

2007 , Röcker, C. , Magerkurth, C. , Haar, M.

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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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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.

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Ambient agoras: InfoRiver, SIAM, Hello.Wall

2004 , Prante, T. , Stenzel, R. , Röcker, C. , Streitz, N. , Magerkurth, C.

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Third International Workshop on Pervasive Gaming Applications - PerGames 2006

2006 , Magerkurth, C. , Chalmers, M. , Schäfer, L.

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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.