The Community for Technology Leaders
RSS Icon
Issue No.02 - April-June (2012 vol.11)
pp: 38-45
Mat Laibowitz , Nokia Research Center
Vids Samanta , Nokia Advanced Design
Syed Reza Ali , Nokia Research Center
Ronald Azuma , Nokia Research Center
<p>Chamber of Mirrors offers a socially activated gaming experience built on a custom platform of interactive pervasive technologies. The authors review user tests and present techniques for overcoming the challenges of designing interactive applications for pervasive platforms.</p>
personal computing, usage experience, mobile applications, pervasive computing, wearable computers and body area networks, wireless sensor networks, multimedia applications and multimedia signal processing
Mat Laibowitz, Vids Samanta, Syed Reza Ali, Ronald Azuma, "Chamber of Mirrors: A Socially Activated Game Exploits Pervasive Technology", IEEE Pervasive Computing, vol.11, no. 2, pp. 38-45, April-June 2012, doi:10.1109/MPRV.2012.18
1. K. Jegers, "Pervasive Game Flow: Understanding Player Enjoyment in Pervasive Gaming," Computer Entertainment, vol. 5, no. 1, 2007; .
2. S. Benford and P. Ljungstrand, "Bridging the Physical and Digital in Pervasive Gaming," Comm. ACM, vol. 48, no. 3, 2005, pp. 54–57.
3. S. Benford et al., "Provoking Reflection through Artistic Games," Proc. CHI Conf. Human Factors in Computing Systems, ACM Press, 2004.
4. B. Thomas et al., "ARQuake: An Outdoor/Indoor Augmented Reality First Person Application," Proc. Fourth Int'l Symp. Wearable Computers, IEEE Press, 2000, pp. 139–146.
5. J.A. Paradiso et al., "Identifying and Facilitating Social Interaction with a Wearable Wireless Sensor Network," J. Personal & Ubiquitous Computing, vol. 14, no. 2, 2010, pp. 137–152.
6. A. Pentland and D. Olguin, "Sensor-Based Organisational Design and Engineering," Organisational Design and Eng., vol. 1, no. 2, 2010, pp. 69–97.
7. V. Colella, R. Borovoy, and M. Resnick, "Participatory Simulations: Using Computational Objects to Learn about Dynamic Systems," Proc. Conf. Summary on Human Factors in Computing Systems (CHI 98), ACM, 1998, pp. 9–10.
8. M. Laibowitz, N.-W. Gong, and J.A. Paradiso, "Multimedia Content Creation Using Societal-Scale Ubiquitous Camera Networks and Human-Centric Wearable Sensing," Proc. ACM Multimedia, ACM, 2010, pp. 571–580.
9. L. Terrenghi, A. Quigley, and A. Dix, "A Taxonomy for and Analysis of Multi-Person-Display Ecosystems," Personal Ubiquitous Computing, vol. 13, no. 8, 2009, pp. 583–598.
484 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool