Issue No. 02 - April-June (2006 vol. 5)
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MPRV.2006.25
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.
mixed reality, location-based systems, mobile computing, physical interaction, social computing, collaboration, smart phone, pervasive gaming
A. Sreekumar, A. D. Cheok, L. N. Thang and C. Lei, "Capture the Flag: Mixed-Reality Social Gaming with Smart Phones," in IEEE Pervasive Computing, vol. 5, no. , pp. 62-69, 2006.