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Alone Together: A Multiplayer Augmented Reality Online Ball Passing Game

Published: 28 February 2015 Publication History

Abstract

We present Alone Together, an interactive collaborative virtual ball playing environment augmented with three sets of Microsoft Kinect. The play environment attempts to mimic the real world ball-passing exercise (or rehabilitation sessions) except that the players can be miles away from each other, and they interact without a physical ball. Moreover, our system allows each player to see the other two and their physical environment respectively, which is a combination of the physical world where players are situated and the virtual world where they play with each other. Kinect sensors are used to map players' action into a virtual world including the passing of the virtual ball.

References

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Göbel, S., Geiger, C., Heinze, C. and Marinos, D.(2010). Creating a virtual archery experience. In Proc. AVI'2012, May 26-28, 2010, Rome, Italy.
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Beelen, T., Blaauboer, R., Bovenmars, N., Loos, B., Zielonka, L., Delden, R. van., Huisman, G., and Reidsma, D. (2013). The Art of Tug of War: Investigating the Influence of Remote Touch on Social Presence in a Distributed Rope Pulling Game. In Proc. ACE 2013. Springer, pp 246--257.
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Baudisch, P., Pohl, H., Reinicke, S., Wittmers, E., Lühne, P., Knaust, M., Köhler, S., Schmidt, P. and Holz, C. Imaginary reality gaming: ball games without a ball. In Proc. Of UIST (2013), 405--410.
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Mueller, F., Gibbs, M. R. and Vetere, F. (2010). Towards understanding how to design for social play in exertion games. Personal and Ubiquitous Computing, v. 14 n. 5, p. 417--424, July 2010.
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Cited By

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  • (2016)WWoW: World Without Walls Immersive Mixed Reality with Virtual Co-location, Natural Interactions, and Remote CollaborationIntelligent Technologies for Interactive Entertainment10.1007/978-3-319-49616-0_20(209-219)Online publication date: 15-Nov-2016
  • (2015)Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror gameJournal on Multimodal User Interfaces10.1007/s12193-015-0208-110:1(31-62)Online publication date: 17-Dec-2015

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    Published In

    cover image ACM Conferences
    CSCW'15 Companion: Proceedings of the 18th ACM Conference Companion on Computer Supported Cooperative Work & Social Computing
    February 2015
    350 pages
    ISBN:9781450329460
    DOI:10.1145/2685553
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 28 February 2015

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    Author Tags

    1. gesture control
    2. kinect
    3. social presence
    4. spatially distributed environment
    5. user experience

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    • Demonstration

    Funding Sources

    • The Academic Affairs Office at Wenzhou Kean University

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    CSCW '15
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    CSCW'15 Companion Paper Acceptance Rate 161 of 575 submissions, 28%;
    Overall Acceptance Rate 2,235 of 8,521 submissions, 26%

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    Cited By

    View all
    • (2016)WWoW: World Without Walls Immersive Mixed Reality with Virtual Co-location, Natural Interactions, and Remote CollaborationIntelligent Technologies for Interactive Entertainment10.1007/978-3-319-49616-0_20(209-219)Online publication date: 15-Nov-2016
    • (2015)Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror gameJournal on Multimodal User Interfaces10.1007/s12193-015-0208-110:1(31-62)Online publication date: 17-Dec-2015

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