Abstract
This paper discusses a design case, which explores the potential of psychophysiological measures as an input technique for social gaming applications intended for children. aMAZEd is an example of a tabletop mixed reality game that supports social interaction between players through and around the game. It is clear that sensing technology used to obtain psychophysiological measures needs to be improved and there is still a range of solutions that need to be explored. However, our experience shows that psychophysiological input appeals to children and can be a fun element of games supporting social interaction among players.
Original language | English |
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Title of host publication | Proceedings of the 6th international conference on Interaction design and children (IDC 2007) 6-8 June 2007, Aalborg, Denmark |
Editors | J. Robertson, M.B. Skov, M.M. Bekker, T. Bekker |
Place of Publication | Philadelphia |
Publisher | Association for Computing Machinery, Inc |
Pages | 53-56 |
ISBN (Print) | 978-1-59593-747-6 |
DOIs | |
Publication status | Published - 2007 |
Event | 6th International Conference on Interaction Design and Children, IDC 2007 - Aalborg, Denmark Duration: 6 Jun 2007 → 8 Jun 2007 Conference number: 6 |
Conference
Conference | 6th International Conference on Interaction Design and Children, IDC 2007 |
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Abbreviated title | IDC 2007 |
Country/Territory | Denmark |
City | Aalborg |
Period | 6/06/07 → 8/06/07 |
Other | IDC 2007 : 6th international conference on Interaction design and children, Aalborg, Denmark , June 06 - 08, 2007 |