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Let's Get Physical: How Physical Control Methods Make Games Fun

dc.contributor.authorXin, Mineng
dc.contributor.authorWatts, Codyeng
dc.contributor.authorSharlin, Ehudeng
dc.date.accessioned2008-02-26T22:44:54Z
dc.date.available2008-02-26T22:44:54Z
dc.date.computerscience2007-01-19eng
dc.date.issued2007-01-19eng
dc.description.abstractDespite their widespread acceptance, traditional computer gaming interfaces such as the monitor and keyboard fundamentally serve to separate players from their games. In this paper, we examine how physically-based control methods which leverage the physical movement of their players as a method for playing games can be used to foster player immersion, creating games which are intuitive, accessible and fun. An examination of how a mixed reality interfaces support (and even encourage) physical controls follows, where we discuss two of our mixed reality game implementations Save Em and Napkin Chess.eng
dc.description.notesWe are currently acquiring citations for the work deposited into this collection. We recognize the distribution rights of this item may have been assigned to another entity, other than the author(s) of the work.If you can provide the citation for this work or you think you own the distribution rights to this work please contact the Institutional Repository Administrator at digitize@ucalgary.caeng
dc.identifier.department2007-849-01eng
dc.identifier.doihttp://dx.doi.org/10.11575/PRISM/31017
dc.identifier.urihttp://hdl.handle.net/1880/45635
dc.language.isoEngeng
dc.publisher.corporateUniversity of Calgaryeng
dc.publisher.facultyScienceeng
dc.subjectComputer Scienceeng
dc.titleLet's Get Physical: How Physical Control Methods Make Games Funeng
dc.typeunknown
thesis.degree.disciplineComputer Scienceeng

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