In this study we construct an artificial neural network model of players’ relaxation preferences while playing a physical Wii game. Developed technology will assist game designe...
Using virtual objects that provided haptic feedback we studied two-fingered movements of reaching to grasp and lift an object. These reach-grasp-lift movements were directed to ob...
Frank E. Pollick, Chris Chizk, Charlotte Hager-Ros...
We present data collected from a field study of 12 needlecrafters introduced to Spyn—mobile phone software that associates digital records (audio/visual media, text, and geograp...
controls often required for gameplay hinder the potential for social interaction, especially in domestic settings. Purple Crayon, an interactive electronic entertainment environme...
Min Xin, Ehud Sharlin, Mario Costa Sousa, Saul Gre...
In this paper, we present our research on social interaction in colocated handheld augmented reality (AR) games. These games are characterized by shared physical spaces that promo...
Yan Xu, Maribeth Gandy, Sami Deen, Brian Schrank, ...