Conference Paper 2010 ACM:Association for Computing Machinery
Traditional games meet ICT: A case study on go game augmentation(Last author)
伝統的ゲームとICTの出会い。囲碁ゲーム拡張のケーススタディ
Takahiro Iwata, Tetsuo Yamabe, Mikko Polojärvi, Tatsuo Nakajima
【抄録】While pervasive technologies explore new gaming styles, traditional games, such as cards and tabletop games are still appealing and have various irreplaceable flavors. We point out that tangible game objects and spatial interactions amplify emotional impacts in gaming; and the advantage cannot be reproduced in completely digitalized games. Thus we propose the concept of augmented traditional games, which aims at extending game features without losing original look-and-feel. In this paper, we introduce a case study on augmenting the game of Go. Our prototype supports several game modes, for example, a self-training mode for beginners. Based on an experimental study with the prototype, we discuss human factor issues in game design. We also suggest an augmentation framework for a wider range of traditional games as future work. Copyright 2010 ACM.
DroPicks - A tool for collaborative content sharing exploiting everyday artefacts(Last author)
DroPicks - 日用品を利用した共同コンテンツ共有のためのツール
Simo Hosio, Fahim Kawsar, Jukka Riekki, Tatsuo Nakajima Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
【抄録】The basic goal of any context aware system is to provide some proactive services adopting users' context. However, often in real life proactive behaviors create complex problems. The end users of the system have an implicit understanding of the system. If the context aware behavior of the system conflicts with their understandings and reacts differently from users' expectation applications success ratio reduces radically. So, personalization is a crucial factor for the success of the proactive applications. In this paper we discuss this particular aspect from a middleware perspective. Initially we present a requirement analysis and propose a classification scheme for structural representation of preference information in proactive systems. Then we present a middleware, part of which exploits this classification to support application developers to facilitate the end users with the flexibility to personalize the context-aware services. This facility stems entirely from the middleware and is independent from the applications.