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VoodooIO Gaming Kit: A real-time adaptable gaming controller

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

Published

Standard

VoodooIO Gaming Kit: A real-time adaptable gaming controller. / Villar, Nicolas; Gilleade, Kiel; Ramduny-Ellis, Devina et al.
ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology . ACM, 2006.

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

Harvard

Villar, N, Gilleade, K, Ramduny-Ellis, D & Gellersen, H 2006, VoodooIO Gaming Kit: A real-time adaptable gaming controller. in ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology . ACM, Proc. of ACM Intl. Conf. on Advances in Computer Entertainment Technology (ACE 2006), Hollywood, USA (Best Paper Award), 1/06/06. <http://doi.acm.org/10.1145/1316511.1316518>

APA

Villar, N., Gilleade, K., Ramduny-Ellis, D., & Gellersen, H. (2006). VoodooIO Gaming Kit: A real-time adaptable gaming controller. In ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology ACM. http://doi.acm.org/10.1145/1316511.1316518

Vancouver

Villar N, Gilleade K, Ramduny-Ellis D, Gellersen H. VoodooIO Gaming Kit: A real-time adaptable gaming controller. In ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology . ACM. 2006

Author

Villar, Nicolas ; Gilleade, Kiel ; Ramduny-Ellis, Devina et al. / VoodooIO Gaming Kit: A real-time adaptable gaming controller. ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology . ACM, 2006.

Bibtex

@inproceedings{7304405df1a34591a0134bba63ba6a6a,
title = "VoodooIO Gaming Kit: A real-time adaptable gaming controller",
abstract = "Existing gaming controllers are limited in their end-user configurability. As a complement to current game control technology, we present the VoodooIO Gaming Kit, a real-time adaptable gaming controller. We introduce the concept of appropriable gaming devices, which allow players to define and actively reconfigure their gaming space, making it appropriate to their personal preference and gaming needs. The technology and its conceived usage are illustrated through its application to two commercially available computer games, as well as through the results of a formal user study.",
author = "Nicolas Villar and Kiel Gilleade and Devina Ramduny-Ellis and Hans Gellersen",
note = "Best Paper Award; Proc. of ACM Intl. Conf. on Advances in Computer Entertainment Technology (ACE 2006) ; Conference date: 01-06-2006",
year = "2006",
month = jun,
language = "English",
booktitle = "ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology",
publisher = "ACM",

}

RIS

TY - GEN

T1 - VoodooIO Gaming Kit: A real-time adaptable gaming controller

AU - Villar, Nicolas

AU - Gilleade, Kiel

AU - Ramduny-Ellis, Devina

AU - Gellersen, Hans

N1 - Best Paper Award

PY - 2006/6

Y1 - 2006/6

N2 - Existing gaming controllers are limited in their end-user configurability. As a complement to current game control technology, we present the VoodooIO Gaming Kit, a real-time adaptable gaming controller. We introduce the concept of appropriable gaming devices, which allow players to define and actively reconfigure their gaming space, making it appropriate to their personal preference and gaming needs. The technology and its conceived usage are illustrated through its application to two commercially available computer games, as well as through the results of a formal user study.

AB - Existing gaming controllers are limited in their end-user configurability. As a complement to current game control technology, we present the VoodooIO Gaming Kit, a real-time adaptable gaming controller. We introduce the concept of appropriable gaming devices, which allow players to define and actively reconfigure their gaming space, making it appropriate to their personal preference and gaming needs. The technology and its conceived usage are illustrated through its application to two commercially available computer games, as well as through the results of a formal user study.

M3 - Conference contribution/Paper

BT - ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology

PB - ACM

T2 - Proc. of ACM Intl. Conf. on Advances in Computer Entertainment Technology (ACE 2006)

Y2 - 1 June 2006

ER -