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dc.contributor.authorMansilla, Wendy Annde_DE
dc.contributor.authorSchrader, Andreasde_DE
dc.contributor.authorDohrn, Sönkede_DE
dc.contributor.authorSalim, Almade_DE
dc.contributor.editorHeinecke, Andreas M.de_DE
dc.contributor.editorPaul, Hansjürgende_DE
dc.date.accessioned2017-11-22T14:39:20Z
dc.date.available2017-11-22T14:39:20Z
dc.date.issued2006
dc.identifier.isbn3-486-58129-5
dc.identifier.urihttp://dl.gi.de/handle/20.500.12116/6877
dc.description.abstractNowadays, more advanced multimedia and feedback tools and assistive technologies enable enhanced gaming experiences. However, many publishers in the gaming market prefer to stay mainstream resulting in a limited variety of gaming experiences available to physically impaired gamers. This is especially the case for physically impaired gamers experiencing some social digression when playing computer games or complex physical games. We describe a simple pervasive gaming approach using tangible user interfaces developed in-house that involves both physical and virtual experiences. In real world, playing board games may be hard, tiring or perhaps impossible for disabled people. The challenge of our work is to allow for supplementing physical activities on such games using enhanced interface technologies.de_DE
dc.language.isoen
dc.publisherOldenbourg Verlagde_DE
dc.relation.ispartofMensch und Computer 2006: Mensch und Computer im Strukturwandelde_DE
dc.titleVirtual and Tangible User Interfaces for Social and Accessible Pervasive Gamingde_DE
dc.typetalkde_DE
dc.pubPlaceMünchende_DE
mci.document.qualitydigidocen_US
mci.reference.pages253-262
mci.conference.sessiontitleEdutainment und Spielede_DE


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