Please use this identifier to cite or link to this item: https://doi.org/10.1109/MPRV.2006.25
Title: Capture the flag: Mixed-reality social gaming with smart phones
Authors: Cheok, A.D. 
Sreekumar, A.
Lei, C.
Thang, L.N.
Issue Date: Apr-2006
Source: Cheok, A.D., Sreekumar, A., Lei, C., Thang, L.N. (2006-04). Capture the flag: Mixed-reality social gaming with smart phones. IEEE Pervasive Computing 5 (2) : 62-69. ScholarBank@NUS Repository. https://doi.org/10.1109/MPRV.2006.25
Abstract: The computer game, Capture the Flag (CFT), which uses mobile devices, PCs, and a network to combine real-world and virtual game play, is discussed. The use of smart phones creates a direct, real-time linkage between the real and the virtual worlds. CFT explores novel tangible aspects of human physical movement and perception, both in the real-world playing environment and in interaction with the virtual world. This game heralds the conjugation and growth of a new genre of computer game that is built on mobility, physical actions, and the real world as a playground.
Source Title: IEEE Pervasive Computing
URI: http://scholarbank.nus.edu.sg/handle/10635/68159
ISSN: 15361268
DOI: 10.1109/MPRV.2006.25
Appears in Collections:Staff Publications

Show full item record
Files in This Item:
There are no files associated with this item.

SCOPUSTM   
Citations

37
checked on Dec 14, 2017

WEB OF SCIENCETM
Citations

19
checked on Nov 17, 2017

Page view(s)

48
checked on Dec 17, 2017

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.