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VoodooSketch: extending interactive surfaces with adaptable interface palettes

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

Published

Standard

VoodooSketch: extending interactive surfaces with adaptable interface palettes. / Block, Florian; Haller, Michael; Gellersen, Hans et al.
TEI '08 Proceedings of the 2nd international conference on Tangible and embedded interaction . ACM, 2008. p. 55-58.

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

Harvard

Block, F, Haller, M, Gellersen, H, Gutwin, C & Billinghurst, M 2008, VoodooSketch: extending interactive surfaces with adaptable interface palettes. in TEI '08 Proceedings of the 2nd international conference on Tangible and embedded interaction . ACM, pp. 55-58, TEI '08: Proceedings of the 2nd international conference on Tangible and embedded interaction, Bonn, Germany, 1/01/00. <http://doi.acm.org/10.1145/1347390.1347404>

APA

Block, F., Haller, M., Gellersen, H., Gutwin, C., & Billinghurst, M. (2008). VoodooSketch: extending interactive surfaces with adaptable interface palettes. In TEI '08 Proceedings of the 2nd international conference on Tangible and embedded interaction (pp. 55-58). ACM. http://doi.acm.org/10.1145/1347390.1347404

Vancouver

Block F, Haller M, Gellersen H, Gutwin C, Billinghurst M. VoodooSketch: extending interactive surfaces with adaptable interface palettes. In TEI '08 Proceedings of the 2nd international conference on Tangible and embedded interaction . ACM. 2008. p. 55-58

Author

Block, Florian ; Haller, Michael ; Gellersen, Hans et al. / VoodooSketch: extending interactive surfaces with adaptable interface palettes. TEI '08 Proceedings of the 2nd international conference on Tangible and embedded interaction . ACM, 2008. pp. 55-58

Bibtex

@inproceedings{f056a29df2344efca2be993d1f72bf91,
title = "VoodooSketch: extending interactive surfaces with adaptable interface palettes",
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 = "Florian Block and Michael Haller and Hans Gellersen and Carl Gutwin and Mark Billinghurst",
year = "2008",
language = "English",
isbn = "978-1-60558-004-3",
pages = "55--58",
booktitle = "TEI '08 Proceedings of the 2nd international conference on Tangible and embedded interaction",
publisher = "ACM",
note = "TEI '08: Proceedings of the 2nd international conference on Tangible and embedded interaction ; Conference date: 01-01-1900",

}

RIS

TY - GEN

T1 - VoodooSketch: extending interactive surfaces with adaptable interface palettes

AU - Block, Florian

AU - Haller, Michael

AU - Gellersen, Hans

AU - Gutwin, Carl

AU - Billinghurst, Mark

PY - 2008

Y1 - 2008

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

SN - 978-1-60558-004-3

SP - 55

EP - 58

BT - TEI '08 Proceedings of the 2nd international conference on Tangible and embedded interaction

PB - ACM

T2 - TEI '08: Proceedings of the 2nd international conference on Tangible and embedded interaction

Y2 - 1 January 1900

ER -