Please use this identifier to cite or link to this item: https://doi.org/10.1007/s00779-004-0267-x
DC FieldValue
dc.titleHuman Pacman: A mobile, wide-area entertainment system based on physical, social, and ubiquitous computing
dc.contributor.authorCheok, A.D.
dc.contributor.authorGoh, K.H.
dc.contributor.authorLiu, W.
dc.contributor.authorFarbiz, F.
dc.contributor.authorFong, S.W.
dc.contributor.authorTeo, S.L.
dc.contributor.authorLi, Y.
dc.contributor.authorYang, X.
dc.date.accessioned2014-10-07T04:29:52Z
dc.date.available2014-10-07T04:29:52Z
dc.date.issued2004
dc.identifier.citationCheok, A.D., Goh, K.H., Liu, W., Farbiz, F., Fong, S.W., Teo, S.L., Li, Y., Yang, X. (2004). Human Pacman: A mobile, wide-area entertainment system based on physical, social, and ubiquitous computing. Personal and Ubiquitous Computing 8 (2) : 71-81. ScholarBank@NUS Repository. https://doi.org/10.1007/s00779-004-0267-x
dc.identifier.issn16174909
dc.identifier.urihttp://scholarbank.nus.edu.sg/handle/10635/82477
dc.description.abstractHuman Pacman is a novel interactive entertainment system that ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on mobile computing, wireless LAN, ubiquitous computing, and motion-tracking technologies. Our human Pacman research is a physical role-playing augmented-reality computer fantasy together with real human-social and mobile gaming. It emphasizes collaboration and competition between players in a wide outdoor physical area which 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. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between real and virtual worlds. We believe human Pacman is pioneering a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing. © Springer-Verlag London Limited 2004.
dc.description.urihttp://libproxy1.nus.edu.sg/login?url=http://dx.doi.org/10.1007/s00779-004-0267-x
dc.sourceScopus
dc.subjectCollaboration
dc.subjectPhysical interaction
dc.subjectSocial computing
dc.subjectTangible interaction
dc.subjectUbiquitous computing
dc.subjectWearable computer
dc.typeArticle
dc.contributor.departmentELECTRICAL & COMPUTER ENGINEERING
dc.description.doi10.1007/s00779-004-0267-x
dc.description.sourcetitlePersonal and Ubiquitous Computing
dc.description.volume8
dc.description.issue2
dc.description.page71-81
dc.identifier.isiut000207560800002
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