Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Game

Granit Luzhnica, Christoffer Öjeling, Eduardo Enrique Veas, Viktoria Pammer-Schindler

Publikation: Beitrag in Buch/Bericht/KonferenzbandBeitrag in einem KonferenzbandForschungBegutachtung

Abstract

This paper presents and discusses the technical concept of a virtual reality version of the Sokoban game with a tangible interface. The underlying rationale is to provide spinal-cord injury patients who are learning to use a neuroprosthesis to restore their capability of grasping with a game environment for training. We describe as relevant elements to be considered in such a gaming concept: input, output, virtual objects, physical objects, activity tracking and personalised level recommender. Finally, we also describe our experiences with instantiating the overall concept with hand-held mobile phones, smart glasses and a head mounted cardboard setup.
Originalspracheenglisch
Titel2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct)
Herausgeber (Verlag)Institute of Electrical and Electronics Engineers
Seiten113
Seitenumfang114
DOIs
PublikationsstatusVeröffentlicht - 2016
VeranstaltungIEEE International Symposium on Mixed and Augmented Reality (ISMAR 2016) -
Dauer: 19 Sep 201623 Sep 2016

Konferenz

KonferenzIEEE International Symposium on Mixed and Augmented Reality (ISMAR 2016)
Zeitraum19/09/1623/09/16

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Mobile phones
Virtual reality
Glass

Schlagwörter

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    Luzhnica, G., Öjeling, C., Veas, E. E., & Pammer-Schindler, V. (2016). Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Game. in 2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) (S. 113). Institute of Electrical and Electronics Engineers. https://doi.org/10.1109/ISMAR-Adjunct.2016.0053

    Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Game. / Luzhnica, Granit; Öjeling, Christoffer; Veas, Eduardo Enrique; Pammer-Schindler, Viktoria.

    2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct). Institute of Electrical and Electronics Engineers, 2016. S. 113.

    Publikation: Beitrag in Buch/Bericht/KonferenzbandBeitrag in einem KonferenzbandForschungBegutachtung

    Luzhnica, G, Öjeling, C, Veas, EE & Pammer-Schindler, V 2016, Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Game. in 2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct). Institute of Electrical and Electronics Engineers, S. 113, 19/09/16. https://doi.org/10.1109/ISMAR-Adjunct.2016.0053
    Luzhnica G, Öjeling C, Veas EE, Pammer-Schindler V. Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Game. in 2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct). Institute of Electrical and Electronics Engineers. 2016. S. 113 https://doi.org/10.1109/ISMAR-Adjunct.2016.0053
    Luzhnica, Granit ; Öjeling, Christoffer ; Veas, Eduardo Enrique ; Pammer-Schindler, Viktoria. / Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Game. 2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct). Institute of Electrical and Electronics Engineers, 2016. S. 113
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