2017
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Maurer, Bernhard; Krischkowsky, Alina; Tscheligi, Manfred Exploring Gaze and Hand Gestures for Non-Verbal In-Game Communication Inproceedings Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, pp. 315–322, ACM, New York, NY, USA, 2017, ISSN: 978-1-4503-5111-9. Links | BibTeX @inproceedings{Maurer2017a,
title = {Exploring Gaze and Hand Gestures for Non-Verbal In-Game Communication},
author = {Bernhard Maurer and Alina Krischkowsky and Manfred Tscheligi},
doi = {10.1145/3130859.3131296},
issn = {978-1-4503-5111-9},
year = {2017},
date = {2017-01-01},
booktitle = {Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play},
pages = {315--322},
publisher = {ACM},
address = {New York, NY, USA},
series = {CHI PLAY '17 Extended Abstracts},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Maurer, Bernhard; Rheden, Vincent Van; Murer, Martin; Krischkowsky, Alina; Tscheligi, Manfred Reign in Blood: Exploring Blood As a Material for Game Interaction Design Inproceedings Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia, pp. 541–547, ACM, New York, NY, USA, 2017, ISSN: 978-1-4503-5378-6. Links | BibTeX @inproceedings{Maurer2017b,
title = {Reign in Blood: Exploring Blood As a Material for Game Interaction Design},
author = {Bernhard Maurer and Vincent Van Rheden and Martin Murer and Alina Krischkowsky and Manfred Tscheligi},
doi = {10.1145/3152832.3156610},
issn = {978-1-4503-5378-6},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia},
pages = {541--547},
publisher = {ACM},
address = {New York, NY, USA},
series = {MUM '17},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
2016
|
Maurer, Bernhard; Lankes, Michael; Stiglbauer, Barbara; Tscheligi, Manfred EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game Inproceedings Entertainment Computing -- ICEC 2016: 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings, pp. 102–114, Springer International Publishing, Cham, 2016, ISBN: 978-3-319-46100-7. Links | BibTeX @inproceedings{Maurer2016a,
title = {EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game},
author = {Bernhard Maurer and Michael Lankes and Barbara Stiglbauer and Manfred Tscheligi},
doi = {10.1007/978-3-319-46100-7_9},
isbn = {978-3-319-46100-7},
year = {2016},
date = {2016-01-01},
booktitle = {Entertainment Computing -- ICEC 2016: 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings},
pages = {102--114},
publisher = {Springer International Publishing},
address = {Cham},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
2015
|
Maurer, Bernhard; Aslan, Ilhan; Wuchse, Martin; Neureiter, Katja; Tscheligi, Manfred Gaze-Based Onlooker Integration: Exploring the In-Between of Active Player and Passive Spectator in Co-Located Gaming Inproceedings Proceedings of the 2nd SIGCHI Annual Symposium on Computer-Human Interaction in Play, ACM, New York, NY, USA, 2015, ISBN: 978-1-4503-3466-2. Abstract | Links | BibTeX @inproceedings{Maurer2015a,
title = {Gaze-Based Onlooker Integration: Exploring the In-Between of Active Player and Passive Spectator in Co-Located Gaming},
author = {Bernhard Maurer and Ilhan Aslan and Martin Wuchse and Katja Neureiter and Manfred Tscheligi},
doi = {10.1145/2793107.2793126},
isbn = {978-1-4503-3466-2},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of the 2nd SIGCHI Annual Symposium on Computer-Human Interaction in Play},
publisher = {ACM},
address = {New York, NY, USA},
abstract = {In co-located gaming, a player is often watched by another person in front of the same screen who has no actual input for the game. For such a potential onlooker, the game setting is mainly experienced with ones eyes by looking at what happens on the screen. An integration of an onlooker's gaze into the game could potentially improve the game experience of player and onlooker. We report a study based on an interaction concept that uses the gaze of a second observing person during a co-located gaming situation as an input modality to assist the player. Our study investigates the effects of different levels of gaze-based onlooker integration and their influence on the player's and the onlooker's experience. With our research we want to address the ''in-between'' design space of being an active player or a passive spectator. Our findings show that gaze-based onlooker integration can address ''in-between'' and change the game experience for both, player and onlooker for the better.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
In co-located gaming, a player is often watched by another person in front of the same screen who has no actual input for the game. For such a potential onlooker, the game setting is mainly experienced with ones eyes by looking at what happens on the screen. An integration of an onlooker's gaze into the game could potentially improve the game experience of player and onlooker. We report a study based on an interaction concept that uses the gaze of a second observing person during a co-located gaming situation as an input modality to assist the player. Our study investigates the effects of different levels of gaze-based onlooker integration and their influence on the player's and the onlooker's experience. With our research we want to address the ''in-between'' design space of being an active player or a passive spectator. Our findings show that gaze-based onlooker integration can address ''in-between'' and change the game experience for both, player and onlooker for the better. |
2014
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Maurer, Bernhard; Baumgartner, Axel; Aslan, Ilhan; Meschtscherjakov, Alexander; Wilfinger, David; Murer, Martin; Tscheligi, Manfred CarTeam: The car as a collaborative tangible game controller Inproceedings Adjunct Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction, ACM, New York, NY, USA, 2014. Abstract | Links | BibTeX @inproceedings{Maurer2014,
title = {CarTeam: The car as a collaborative tangible game controller},
author = {Bernhard Maurer and Axel Baumgartner and Ilhan Aslan and Alexander Meschtscherjakov and David Wilfinger and Martin Murer and Manfred Tscheligi},
url = {http://tei.acm.org/2014/program/435.php},
year = {2014},
date = {2014-01-01},
booktitle = {Adjunct Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction},
publisher = {ACM},
address = {New York, NY, USA},
series = {TEI '14},
abstract = {Modern cars are a good example for ubiquitous computing, they are pervaded by interactive technologies. Most of these systems add new interface elements, clustering the car with knobs and touch screens. Our approach is to take advantage of physical structures and affordances of existing tangible objects in the car (e.g., handles) and use them as controllers for in-car gaming. By augmenting these elements with computational properties, we aim at transforming them into input modalities. We present CarTeam, a collaborative multiplayer game that uses tangible elements in the car as input devices. We conducted an exploratory study through game sessions and gained information on social processes in the car, the game design itself and on the augmented tangible elements. Our findings are a first step to inform the design of collaborative in-car games. We aim at helping designers and researchers to rethink the car as a space for new kinds of automotive gaming applications.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Modern cars are a good example for ubiquitous computing, they are pervaded by interactive technologies. Most of these systems add new interface elements, clustering the car with knobs and touch screens. Our approach is to take advantage of physical structures and affordances of existing tangible objects in the car (e.g., handles) and use them as controllers for in-car gaming. By augmenting these elements with computational properties, we aim at transforming them into input modalities. We present CarTeam, a collaborative multiplayer game that uses tangible elements in the car as input devices. We conducted an exploratory study through game sessions and gained information on social processes in the car, the game design itself and on the augmented tangible elements. Our findings are a first step to inform the design of collaborative in-car games. We aim at helping designers and researchers to rethink the car as a space for new kinds of automotive gaming applications. |