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This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many…
An attempt to seek out and understand emerging trends and some of the challenges we face when dealing with an increasing amount and complexity of entertainment technologies in our homes, particularly in spaces that are both private and…
Mobile games are becoming a vital medium for social interaction, offering a platform that transcends geographical boundaries. An increasing number of visually impaired individuals are engaging in mobile gaming to connect, collaborate,…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
Since 2014, we have been conducting experiments based on a multidisciplinary collaboration between specialists in theatrical staging and researchers in virtual reality, digital art, and video games. This team focused its work on the…
Virtual space offers innovative ways for individuals to engage with one another in a digital setting. Prominent virtual social platforms, such as Facebook Spaces, VR Chat, and AltspaceVR, facilitate social connections, allowing users to…
Shared control is a form of video gaming accessibility support that allows players with disabilities to delegate inaccessible controls to another person. Through interviews involving 14 individuals with lived experience of accessible gaming…
This article presents a new concept of a multimedia interactive product. It is a multiuser versatile platform that can be used for different purposes. The first implementation of the platform is a multiplayer game called Texas Hold 'em,…
We present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital…
Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…
This paper discusses the implementation of the pervasive game PacMap. Openness and portability have been the main design objectives for PacMap. We elaborate on programming techniques which may be applicable to a broad range of…
Web browsers have come a long way since their inception, evolving from a simple means of displaying text documents over the network to complex software stacks with advanced graphics and network capabilities. As personal computers grew in…
The nascent field of neurogames relies on active Brain-Computer Interface input to drive its game mechanics. Consequently, users expect their conscious will to be meaningfully reflected on the virtual environment they're engaging in.…
Quantum phenomena have remained largely inaccessible to the general public. This can be attributed to the fact that we do not experience quantum mechanics on a tangible level in our daily lives. Games can provide an environment in which…
This paper outlines the development of a sensory feedback device providing a tangible interface for controlling digital environments, in this example a flight simulator, where the intention for the device is that it is relatively low cost,…
One of the most promising technologies inside the Extended Reality (XR) spectrum is Augmented Reality. This technology is already in people's pockets regarding Mobile Augmented Reality with their smartphones. The scientific community still…
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…
In recent years, public discourse has blamed digital technologies for making people feel "alone together," distracting us from engaging with one another, even when we are interacting in-person. We argue that in order to design technologies…
Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been…