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Augmentation of board games using smartphones

Publikation: Bidrag til bog/antologi/rapport/konference proceeding › Konferenceartikel i proceeding › Forskning › peer review

Abstract

This paper contains details about research into the effect of digital augmentation on social presence in board games. A case study of the board game Tobago was performed during the project and a prototype application for smartphones was developed in order to compare the players’ social presence in traditional and augmented versions. A repeated measures experiment was carried out with 15 subjects, during which both quantitative and qualitative data was collected. The results of the experiment show that while digital augmentation did not increase social presence in this board game, transferring some of the physical elements to digital medium is a viable game design choice.
OriginalsprogEngelsk
TitelUniversal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being Lecture Notes in Computer Science : 9th International Conference, UAHCI 2015, Held as Part of HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings, Part III
RedaktørerMargherita Antona, Constantine Stephanidis
Antal sider10
ForlagSpringer
Publikationsdato18 jul. 2015
Sider483-492
ISBN (Trykt)978-3-319-20683-7
ISBN (Elektronisk)978-3-319-20684-4
DOI
StatusUdgivet - 18 jul. 2015
BegivenhedHCII2015: Human Computer Interaction International: International Conference on Universal Access in Human-Computer Interaction - 2 sessions Ludic Engagement Designs for All (LEDA) - Los Angeles, USA
Varighed: 2 aug. 2015 → 7 aug. 2015
Konferencens nummer: 10

Konference

KonferenceHCII2015: Human Computer Interaction International
Nummer10
Land/OmrådeUSA
ByLos Angeles
Periode02/08/2015 → 07/08/2015
NavnLecture Notes in Computer Science
Vol/bind9177
ISSN0302-9743

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