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Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Game

G. Luzhnica ; Christoffer Öjeling (Institutionen för data- och informationsteknik (Chalmers)) ; E. Veas ; V. Pammer
Adjunct Proceedings of the 2016 Ieee International Symposium on Mixed and Augmented Reality (Ismar-Adjunct) p. 113-114. (2016)
[Konferensbidrag, refereegranskat]

This paper presents and discusses the technical concept of a virtual reality version of the Sokoban game with a tangible interface. The underlying rationale is to provide spinal-cord injury patients who are learning to use a neuroprosthesis to restore their capability of grasping with a game environment for training. We describe as relevant elements to be considered in such a gaming concept: input, output, virtual objects, physical objects, activity tracking and personalised level recommender. Finally, we also describe our experiences with instantiating the overall concept with hand-held mobile phones, smart glasses and a head mounted cardboard setup.

Nyckelord: H.5.2 [HCI]: User Interfaces, Input devices and strategies, H.5.1 [HCI]: Multimedia Information Systems, Computer Science

Denna post skapades 2017-07-13.
CPL Pubid: 250694


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