Please use this identifier to cite or link to this item: https://doi.org/10.1007/978-1-84996-137-0_2
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dc.titleHuman Pacman: A mobile augmented reality entertainment system based on physical, social, and ubiquitous computing
dc.contributor.authorCheok, A.D.
dc.date.accessioned2014-06-18T05:32:59Z
dc.date.available2014-06-18T05:32:59Z
dc.date.issued2010
dc.identifier.citationCheok, A.D. (2010). Human Pacman: A mobile augmented reality entertainment system based on physical, social, and ubiquitous computing. Art and Technology of Entertainment Computing and Communication: Advances in Interactive New Media for Entertainment Computing : 19-57. ScholarBank@NUS Repository. <a href="https://doi.org/10.1007/978-1-84996-137-0_2" target="_blank">https://doi.org/10.1007/978-1-84996-137-0_2</a>
dc.identifier.isbn9781849961363
dc.identifier.urihttp://scholarbank.nus.edu.sg/handle/10635/67964
dc.description.abstractThis chapter details the Human Pacman system to illuminate entertainment computing which ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by mobile computing, wireless LAN, and ubiquitous computing. With Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor physical area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now real human players in the real world experiencing mixed computer graphics fantasy-reality provided by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between the real and virtual worlds. This is an example of a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing. © 2010 Springer-Verlag London Limited.
dc.description.urihttp://libproxy1.nus.edu.sg/login?url=http://dx.doi.org/10.1007/978-1-84996-137-0_2
dc.sourceScopus
dc.typeOthers
dc.contributor.departmentELECTRICAL & COMPUTER ENGINEERING
dc.description.doi10.1007/978-1-84996-137-0_2
dc.description.sourcetitleArt and Technology of Entertainment Computing and Communication: Advances in Interactive New Media for Entertainment Computing
dc.description.page19-57
dc.identifier.isiutNOT_IN_WOS
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