Advertisement

How to Make Tangible Games and Not Die in the Attempt

  • Eva Cerezo
  • Javier Marco
  • Sandra Baldassarri
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8253)

Abstract

Tabletop devices offer an attractive environment to create tangible games that seamlessly integrate physical and digital game interaction. However, the prototyping of Tangible User Interfaces (TUI) challenges designers, preventing the rapid exploration of richer physical interactions with the game. In spite of the toolkits that are emerging in the TUI domain the development of an application is not easy, since it usually implies to “hardcode” complex algorithms to process raw data from tabletop in order to detect and track each playing piece manipulated on the active surface. This situation brings a gap between designers and developers. The aim of the workshop is to give attendants an opportunity of gathering experiences from both the designing and the implementation perspectives, making community and discussing current challenges and future perspectives.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Al Mahmud, A., Mubin, O., Shahid, S., Martens, J.B.: Designing and evaluating the tabletop game experience for senior citizens. In: 5th Nordic Conference on Human-Computer Interaction (NordiCHI 2008), pp. 403–406. ACM, New York (2008)Google Scholar
  2. 2.
    Hinske, S., Langheinrich, M.: W41K: digitally augmenting traditional game environments. In: Proceedings of the 3rd International Conference on Tangible and Embedded Interaction, TEI 2009, pp. 99–106 (2009)Google Scholar
  3. 3.
    Iwata, T., Yamabe, T., Poloj, M., Nakajima, T.: Traditional games meet ICT: a case study on go game augmentation. In: Proceedings of the Fourth International Conference on Tangible, Embedded, and Embodied Interaction (TEI 2010), pp. 237–240. ACM, New York (2010)CrossRefGoogle Scholar
  4. 4.
    Kaltenbrunner, M.: reacTIVision and TUIO: a tangible tabletop toolkit. In: Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces, 2009, pp. 9–16. ACM (November 2009)Google Scholar
  5. 5.
    Li, Y., Fontijn, W., Markopoulos, P.: A Tangible Tabletop Game Supporting Therapy of Children with Cerebral Palsy. In: Markopoulos, P., de Ruyter, B., IJsselsteijn, W.A., Rowland, D. (eds.) Fun and Games 2008. LNCS, vol. 5294, pp. 182–193. Springer, Heidelberg (2008)CrossRefGoogle Scholar
  6. 6.
    Marco, J., Cerezo, E., Baldassarri, S.: ToyVision: a toolkit for prototyping tabletop tangible games. In: Proceedings of the 4th ACM SIGCHI Symposium on Engineering Interactive Computing Systems, pp. 71–80. ACM (June 2012)Google Scholar
  7. 7.
    Marco, J., Cerezo, E., Baldassarri, S., Mazzone, E., Read, J.: Bringing Tabletop Technologies to Kindergarten Children. In: 23rd BCS Conference on Human Computer Interaction, Cambridge University, September 1-4, pp. 103–111. British Computer Society, Swinton (2009) ISBN:978-1-60558-395-2Google Scholar
  8. 8.
  9. 9.
    NUI Group web, http://nuigroup.com
  10. 10.
    Schöning, J., Hook, J., Motamedi, N., Olivier, P., Echtler, F., Brandl, P., Muller, L., Daiber, F., Hilliges, O., Löchtefeld, M., Roth, T., Schmidt, D., von Zadow, U.: Building Interactive Multi-touch Surfaces. JGT: Journal of Graphics Tools (2009)Google Scholar
  11. 11.
    Rogers, Y., Rodden, T.: Configuring spaces and surfaces to support collaborative interactions. In: O’Hara, K., Perry, M., Churchill, E., Russell, D. (eds.) Public and Situated Displays, pp. 45–79. Kluwer Publishers (2004)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2013

Authors and Affiliations

  • Eva Cerezo
    • 1
  • Javier Marco
    • 1
  • Sandra Baldassarri
    • 1
  1. 1.GIGA-Affective Lab, Computer Science Department, Engineering Research Institute of Aragon (I3A)Universidad de ZaragozaSpain

Personalised recommendations