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.
Original 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
Publication 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

Keywords

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

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  • 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. https://doi.org/10.1109/ISMAR-Adjunct.2016.0053