메뉴 건너뛰기




Volumn 6, Issue 5-6, 2002, Pages 430-442

Touch-space: Mixed reality game space based on ubiquitous, tangible, and social computing

Author keywords

Embodied computing; Game space; Mixed reality; Social computing; Tangible interaction; Ubiquitous computing

Indexed keywords

AUGMENTED REALITY; HUMAN COMPUTER INTERACTION; SOCIAL ASPECTS; UBIQUITOUS COMPUTING; VIRTUAL REALITY;

EID: 3042598529     PISSN: 16174909     EISSN: None     Source Type: Journal    
DOI: 10.1007/s007790200047     Document Type: Conference Paper
Times cited : (124)

References (22)
  • 3
    • 0013945190 scopus 로고
    • Attachment behaviour of mammals
    • Cairns RB. Attachment behaviour of mammals. Psychol Rev 1966; 73: 409-426
    • (1966) Psychol Rev , vol.73 , pp. 409-426
    • Cairns, R.B.1
  • 6
    • 84900524628 scopus 로고    scopus 로고
    • CAVEQuake. http://brighton.ncsa.uiuc.edu/~prajlich/ca-veQuake/
    • CAVEQuake
  • 7
    • 3342979948 scopus 로고
    • Computer game semiotics
    • Myers D. Computer game semiotics. Play and Culture 1991; 4: 334-345
    • (1991) Play and Culture , vol.4 , pp. 334-345
    • Myers, D.1
  • 8
    • 79954336136 scopus 로고
    • The video game as emergent media form
    • Wark M. The video game as emergent media form. Media Information Australia 1994; 71: 21-30
    • (1994) Media Information Australia , vol.71 , pp. 21-30
    • Wark, M.1
  • 9
    • 0038789801 scopus 로고    scopus 로고
    • AR2 hockey system: A collaborative mixed reality system
    • Ohshima T, Satoh K, Yamamoto H., Tamura H. AR2 Hockey system: A collaborative mixed reality system. Trans VRSJ 1998; 3(2): 55-60
    • (1998) Trans VRSJ , vol.3 , Issue.2 , pp. 55-60
    • Ohshima, T.1    Satoh, K.2    Yamamoto, H.3    Tamura, H.4
  • 10
    • 0035503526 scopus 로고    scopus 로고
    • Mixed reality: Future deams seen at the border between real and virtual worlds
    • Tamura H, Yamamoto H, Katayama A. Mixed reality: future deams seen at the border between real and virtual worlds. Computer Graph Applic 2001; 21(6): 64-70
    • (2001) Computer Graph Applic , vol.21 , Issue.6 , pp. 64-70
    • Tamura, H.1    Yamamoto, H.2    Katayama, A.3
  • 13
    • 0032643867 scopus 로고    scopus 로고
    • PingPongPlus: Design of an athletic-tangible interface for computer-supported cooperative play
    • Ishii H, Wisneski C, Orbanes J., Chun B, Paradiso J. PingPongPlus: Design of an athletic-tangible interface for computer-supported cooperative play. CHI-99 1999, pp 394-401
    • (1999) CHI-99 , pp. 394-401
    • Ishii, H.1    Wisneski, C.2    Orbanes, J.3    Chun, B.4    Paradiso, J.5
  • 15
    • 0001853125 scopus 로고
    • The computer for the twenty-first century
    • Weiser M. The computer for the twenty-first century. Sci Am 1991; 265(3): 94-104
    • (1991) Sci Am , vol.265 , Issue.3 , pp. 94-104
    • Weiser, M.1
  • 18
    • 84898043733 scopus 로고    scopus 로고
    • Charting past, present and future research in ubiquitous computing
    • Abowd GD, Mynatt ED Charting past, present and future research in ubiquitous computing. ACM Trans Computer-Human Interaction 2000; 7(1): 29-58
    • (2000) ACM Trans Computer-Human Interaction , vol.7 , Issue.1 , pp. 29-58
    • Abowd, G.D.1    Mynatt, E.D.2
  • 19
    • 51749122366 scopus 로고    scopus 로고
    • Collaboration with tangible augmented reality interfaces
    • Billinghurst M, Kato H, Poupyrev I. Collaboration with tangible augmented reality interfaces. Proceedings HCII2001 2001; 1: 797-803
    • (2001) Proceedings HCII2001 , vol.1 , pp. 797-803
    • Billinghurst, M.1    Kato, H.2    Poupyrev, I.3
  • 21
    • 84885690938 scopus 로고    scopus 로고
    • ARToolkit. http://www.hitl.washington.edu/artoolkit/
    • ARToolkit


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.