Physical games, beyond mini-games

Research output: Contribution to specialist publicationArticle

Abstract

Andrew Hieronymi of Savannah College of Art and Design, describes the design process behind two physical gaming installations he is developing. First in 2005 he developed an interactive installation called MOVE in which participants were able to play through six different game module AVOID, CHASE, COLLECT, HIDE, THROW, and JUMP, each allowing players to prompt basic actions that avatars perform in video games. After MOVE, he decided to develop a multiplayer physical game named Virtual Ground with a similar installation setup, a floor-based projection with graphics updated based on participants' movement tracked by a camera located on the ceiling and pointing down vertically to the projection. Creating a multiplayer game environment would allow emphasizing interaction between players, and creating interesting scenarios and tensions between collaboration and competition in the game. From an interaction design standpoint, these physical installations are attempting to move away from traditional input devices such as the mouse or gamepad and use alternative gestural interfaces.

Original languageEnglish (US)
Pages34-41
Number of pages8
Volume16
No3
Specialist publicationInteractions
DOIs
StatePublished - May 1 2009

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All Science Journal Classification (ASJC) codes

  • Human-Computer Interaction

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Hieronymi, Andrew. / Physical games, beyond mini-games. In: Interactions. 2009 ; Vol. 16, No. 3. pp. 34-41.
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Physical games, beyond mini-games. / Hieronymi, Andrew.

In: Interactions, Vol. 16, No. 3, 01.05.2009, p. 34-41.

Research output: Contribution to specialist publicationArticle

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