Surface air hockey: A step towards smart tangibles

Show simple item record Andalam, K en Arunthavasothy, K en D'Cunha, R en Shah, S en Luxton-Reilly, Andrew en Plimmer, Beryl en 2018-10-11T03:09:50Z en 2016-02-01 en
dc.identifier.isbn 9781450340427 en
dc.identifier.uri en
dc.description.abstract Copyright 2016 ACM. Tangibles provide a way to bridge the gap between on-screen content and the real world. However most communication between the tangibles and the virtual world is unidirectional from the tangible to the virtual world. We propose the concept of Smart Tangibles: tangibles that provide smart feedback to the user and investigate the effectiveness of these tools. To do this, we developed an Air hockey game on an interactive tabletop with custom 3D printed mallets. With a smartphone attached, the mallets provide vibrio-haptic feedback when the mallet collides with the virtual puck. Our user study shows that all the participants felt that the smart tangibles had a positive impact on the immersiveness of the game. en
dc.relation.ispartofseries ACM International Conference Proceeding Series en
dc.rights Items in ResearchSpace are protected by copyright, with all rights reserved, unless otherwise indicated. Previously published items are made available in accordance with the copyright policy of the publisher. en
dc.rights.uri en
dc.title Surface air hockey: A step towards smart tangibles en
dc.type Conference Item en
dc.identifier.doi 10.1145/2843043.2843370 en
pubs.volume 01-05-February-2016 en
dc.rights.holder Copyright: The author en
pubs.publication-status Published en
dc.rights.accessrights en
pubs.elements-id 527258 en Science en School of Computer Science en

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