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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 | Citation: | 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 |
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