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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
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)
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)
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)
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)
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)
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)
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:978-1-60558-395-2
Microsoft surface, http://www.microsoft.com/surface/en/us/default.aspx
NUI Group web, http://nuigroup.com
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)
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)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 Springer International Publishing Switzerland
About this paper
Cite this paper
Cerezo, E., Marco, J., Baldassarri, S. (2013). How to Make Tangible Games and Not Die in the Attempt. In: Reidsma, D., Katayose, H., Nijholt, A. (eds) Advances in Computer Entertainment. ACE 2013. Lecture Notes in Computer Science, vol 8253. Springer, Cham. https://doi.org/10.1007/978-3-319-03161-3_41
Download citation
DOI: https://doi.org/10.1007/978-3-319-03161-3_41
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-03160-6
Online ISBN: 978-3-319-03161-3
eBook Packages: Computer ScienceComputer Science (R0)