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Providing both physical and perceived affordances using physical games pieces on touch based tablets

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Published

Standard

Providing both physical and perceived affordances using physical games pieces on touch based tablets. / Burnett, Daniel; Coulton, Paul; Lewis, Adam.
IE '12 Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System. New York: ACM Press, 2012.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Burnett, D, Coulton, P & Lewis, A 2012, Providing both physical and perceived affordances using physical games pieces on touch based tablets. in IE '12 Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System. ACM Press, New York. https://doi.org/10.1145/2336727.2336735

APA

Burnett, D., Coulton, P., & Lewis, A. (2012). Providing both physical and perceived affordances using physical games pieces on touch based tablets. In IE '12 Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System ACM Press. https://doi.org/10.1145/2336727.2336735

Vancouver

Burnett D, Coulton P, Lewis A. Providing both physical and perceived affordances using physical games pieces on touch based tablets. In IE '12 Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System. New York: ACM Press. 2012 doi: 10.1145/2336727.2336735

Author

Burnett, Daniel ; Coulton, Paul ; Lewis, Adam. / Providing both physical and perceived affordances using physical games pieces on touch based tablets. IE '12 Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System. New York : ACM Press, 2012.

Bibtex

@inproceedings{db9996284f7d496e8bd711baba1e06d6,
title = "Providing both physical and perceived affordances using physical games pieces on touch based tablets",
abstract = "Whilst capacitive touch screen phones and tablets, such as the iPhone and iPad, are increasingly becoming one of the main forms of gaming platform, the nature of the touch interface and the lack of physical feedback are seen as limitations. In this research we investigate how physical game pieces can be used to augment tablet games to provide both physical and perceived affordance through direct tangible interaction. After devising a scheme for the creation of such games pieces that can support both static and dynamic interaction, the concept is demonstrated through the creation of an air hockey game that uses an iPad as the table and is played with physical air hockey mallets that interact with the iPad surface and a virtual puck. Not only are the physical hockey mallets perceived to add considerably to the enjoyment of the game, such game pieces can be easily created using 3D printing and conductive cloth to provide a range of functionality",
keywords = "affordance , Design, games, touch, Mobile, Interaction design",
author = "Daniel Burnett and Paul Coulton and Adam Lewis",
year = "2012",
month = jul,
day = "21",
doi = "10.1145/2336727.2336735",
language = "English",
isbn = "9781450314107",
booktitle = "IE '12 Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System",
publisher = "ACM Press",

}

RIS

TY - GEN

T1 - Providing both physical and perceived affordances using physical games pieces on touch based tablets

AU - Burnett, Daniel

AU - Coulton, Paul

AU - Lewis, Adam

PY - 2012/7/21

Y1 - 2012/7/21

N2 - Whilst capacitive touch screen phones and tablets, such as the iPhone and iPad, are increasingly becoming one of the main forms of gaming platform, the nature of the touch interface and the lack of physical feedback are seen as limitations. In this research we investigate how physical game pieces can be used to augment tablet games to provide both physical and perceived affordance through direct tangible interaction. After devising a scheme for the creation of such games pieces that can support both static and dynamic interaction, the concept is demonstrated through the creation of an air hockey game that uses an iPad as the table and is played with physical air hockey mallets that interact with the iPad surface and a virtual puck. Not only are the physical hockey mallets perceived to add considerably to the enjoyment of the game, such game pieces can be easily created using 3D printing and conductive cloth to provide a range of functionality

AB - Whilst capacitive touch screen phones and tablets, such as the iPhone and iPad, are increasingly becoming one of the main forms of gaming platform, the nature of the touch interface and the lack of physical feedback are seen as limitations. In this research we investigate how physical game pieces can be used to augment tablet games to provide both physical and perceived affordance through direct tangible interaction. After devising a scheme for the creation of such games pieces that can support both static and dynamic interaction, the concept is demonstrated through the creation of an air hockey game that uses an iPad as the table and is played with physical air hockey mallets that interact with the iPad surface and a virtual puck. Not only are the physical hockey mallets perceived to add considerably to the enjoyment of the game, such game pieces can be easily created using 3D printing and conductive cloth to provide a range of functionality

KW - affordance

KW - Design

KW - games

KW - touch

KW - Mobile

KW - Interaction design

U2 - 10.1145/2336727.2336735

DO - 10.1145/2336727.2336735

M3 - Conference contribution/Paper

SN - 9781450314107

BT - IE '12 Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System

PB - ACM Press

CY - New York

ER -