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

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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.
LanguageEnglish
Title of host publication2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct)
PublisherInstitute of Electrical and Electronics Engineers
Pages113
Number of pages114
DOIs
StatusPublished - 2016
EventIEEE International Symposium on Mixed and Augmented Reality (ISMAR 2016) -
Duration: 19 Sep 201623 Sep 2016

Conference

ConferenceIEEE International Symposium on Mixed and Augmented Reality (ISMAR 2016)
Period19/09/1623/09/16

Fingerprint

Mobile phones
Virtual reality
Glass

Keywords

  • augmented reality
  • gamification
  • learning how to use a neuroprosthesis

Cite this

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) (pp. 113). Institute of Electrical and Electronics Engineers. DOI: 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. p. 113.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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, pp. 113, IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2016), 19/09/16. DOI: 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. p. 113. Available from, DOI: 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. pp. 113
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