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Capture the Flag: Mixed-Reality Social Gaming with Smart Phones
April-June 2006 (vol. 5 no. 2)
pp. 62-69
Adrian David Cheok, National University of Singapore
Anuroop Sreekumar, National University of Singapore
Cao Lei, National University of Singapore
Le Nam Thang, National University of Singapore
In this version of the popular game capture the flag, players from two different paradigms, virtual and real, collaborate and compete using mobile devices, PCs, and a network. A user study shows how the game promotes a cooperative, entertaining experience, demonstrating that smart phones can facilitate pervasive mixed-reality, location-based, physical and social gaming.
Index Terms:
mixed reality, location-based systems, mobile computing, physical interaction, social computing, collaboration, smart phone, pervasive gaming
Citation:
Adrian David Cheok, Anuroop Sreekumar, Cao Lei, Le Nam Thang, "Capture the Flag: Mixed-Reality Social Gaming with Smart Phones," IEEE Pervasive Computing, vol. 5, no. 2, pp. 62-69, April-June 2006, doi:10.1109/MPRV.2006.25
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