Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Game

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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
Event15th IEEE International Symposium on Mixed and Augmented Reality: ISMAR 2016 - Merida, Mexico
Duration: 19 Sept 201623 Sept 2016

Conference

Conference15th IEEE International Symposium on Mixed and Augmented Reality
Country/TerritoryMexico
CityMerida
Period19/09/1623/09/16

Keywords

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

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