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
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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