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Carsten Magerkurth

    PerGames 2007
    A component based platform for the development of hybrid games
    • This dissertation contributes a development and runtime platform to facilitate the realization of pervasive computing applications in the domain of hybrid games. The developed platform consists of several physical and graphical user interfaces that effectively link properties from the real and the virtual world. These user interfaces include sentient game boards, gesture based interaction devices, smart dice cups, and other spatial or associative tangible interfaces. The respective software platform dynamically couples and coordinates interfaces and interaction devices. In contrast to most existing approaches, it supports consistency alignments across virtual and physical domains and is highly adaptive, allowing for physical reconfiguration during runtime. Game rules and mechanics are modeled independently of the concrete interaction devices and are likewise reconfigurable during runtime. Several proof-of-concept prototypes demonstrate that the development of hybrid gaming applications is greatly simplified with the platform presented in this dissertation. In order to prove the validity and goals of the platform, three formal evaluations with end-users were conducted, a formative one at the beginning of the requirements analysis and two summative ones after the deployment of final prototype applications.

      A component based platform for the development of hybrid games
    • For the fourth time, the PerGames event brings together researchers and practitioners from the emerging field of Pervasive Gaming research that combines interactive entertainment and pervasive computing technologies. Pervasive Games are a unique form of computer applications that blend social, virtual, and physical dimensions into highly immersive, cross media entertainment experiences. During the last three years, PerGames has grown from a small workshop as part of the Pervasive conference series to the premier event for Pervasive Gaming Applications among academics and practitioners. The first PerGames workshop was held in May 2004 at the International Conference on Pervasive Computing in Vienna. At that time, Pervasive Gaming was still in its infancy and the workshop served as a starting point for the discussion of its major research questions, future trends, and directions. With 20 researchers participating in a balanced mixture of group discussions and full paper presentations, the first PerGames event managed to combine high interactivity with scientific depth. Also at PerGames 2004, the EU funded Integrated Project on Pervasive Gaming (IPerG) was announced and its scientific roadmap was presented, stressing the fact that Pervasive Gaming would have a sustainable impact on the agendas of European research organizations.

      PerGames 2007