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  1. Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (CHI PLAY '14)
  2. OHR
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Evaluation of recording methods for user test sessions on mobile devices
A model of game design activity: new perspectives on creativity and innovation
PoetryLab: a close listening game for iOS
Dodging stress with a personalized biofeedback game
Participatory design for serious game design: truth and lies
Making the best of imperfect data: reflections on an ideal world
DIY game console development
Engines of play: how player motivation changes over time
TF-CBT triangle of life: a game to help with cognitive behavioral therapy
Examining the impact of game interventions on depression among older adults
Tag and seek: a location-based game in Tainan City
Ad hoc genre switching: a concept for generalized parametrizable game mechanics
Game idea jam for sport and exertion games
Beyond gamification: designing behavior change games
Relating gaming habits with student performance in a gamified learning experience
Gamified co-design with cooperative learning at school
BloxAR: augment your social life!
IC-CRIME snapshots: training crime scene photographers using procedural content generation in games
EyePlay: applications for gaze in games
Paradigms of games research in HCI: a review of 10 years of research at CHI
Using an invisible coach to help players achieve fitness goals in exergames while retaining immersion
HIDDEN LION: a location based app game of sword lion searching
ASPECT: sinking and floating haptics for elementary school students
Screen ecologies, multi-gaming and designing for different registers of engagement
Understanding difficulty, your brain and challenge
ASPECT sinking and floating: an interactive playable simulation for teaching buoyancy concepts
wanted: guild, depicting hardcore gaming culture in virtual reality
Improving player balancing in racing games
Using play as a lens to bridge the physical with the digital
Herbert: a motion-controlled mobile game
Gamified children universities: an exploratory study
The first hour experience: how the initial play can engage (or lose) new players
ASCENT: a first person mountain climbing game on the oculus rift
Reindeer & wolves: exploring sensory deprivation in multiplayer digital bodily play
What's in a name?: naming practices in online video games
UnderControl an educational serious-game for reproductive health
Intangle: exploring interpersonal bodily interactions through sharing controllers
Towards tangible gamified co-design at school: two studies in primary schools
CHI PLAY 2014: the bellman: subtle interactions in a linear narrative
Last tank rolling: exploring shared motion-based play to empower persons using wheelchairs
Exploring the effect of achievements on students attending university orientation
WORD BLASTOFF: a physics word game for iOS
"beam me 'round, Scotty!": exploring the effect of interdependence in asymmetric cooperative games
Decreasing sedentary behaviours in pre-adolescents using casual exergames at school
Little Newton: an educational physics game
TouchPoints: an exertion game with strategy
Playfully learning visual perspective taking skills with sifteo cubes
OHR
Synthetic perception for intelligent virtual agents
Using video games to facilitate understanding of attention deficit hyperactivity disorder: a feasibility study
IRC quest: using the commons dilemma to support a single-screen game for hundreds of players
RedWire: a novel way to create and re-mix games
Instructional objectives to core-gameplay: a serious game design technique
The trial of galileo: a game of motion graphs
Designing an immersive and entertaining pervasive gameplay experience with spheros as game and interface elements
Player strategies: achieving breakthroughs and progressing in single-player and cooperative games
Jelly polo: increasing richness and competition in sports games using small-scale exertion
A bottom-up method for developing a trait-based model of player behavior
The edge of glory: the relationship between metacritic scores and player experience
"Generic Shooter 3000": a realistic first person shooter powered by biofeedback
Flappy voice: an interactive game for childhood apraxia of speech therapy
Engaged by boos and cheers: the effect of co-located game audiences on social player experience
"Toru": a game that reverses the wisdom of age using mosquito sound
Gingerman challenge: a persuasive game for promoting adequate sunlight exposure for office workers
Playing with strangers: understanding temporary teams in league of legends
Extended abstract for Canvas Obscura
A diary study exploring game completion and player experience
Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based games
Immaculacy: a game of privacy
Developing iconic and semi-iconic game controllers
Learning curves: analysing pace and challenge in four successful puzzle games
Taxi trouble: communication is key
Adage: an open API for data collection in educational games
Natural mapping and intuitive interaction in videogames
Shynosaurs: a game of attention dilemma
Playing with emotions: sentiment design for public space
Understanding expectations with multiple controllers in an augmented reality videogame
PowerFall: a voice-controlled collaborative game
Predicting the metascore with a subjective user experience data
Around the world in 8 workshops: investigating anticipated player experiences of children
Design guidelines for audio-based game features
Beyond designing for motivation: the importance of context in gamification
A theory of game mechanic signaling for interface design
Maze commander: a collaborative asynchronous game using the oculus rift & the sifteo cubes
Exercising playfully: co-designing fun ways of keeping active in the park
Reducing the negative effects of inconsistencies in networked games
PLEX as input and evaluation tool in persuasive game design: pilot study
Interaction design and cognitive gameplay: role of activation time
Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia
A framework for cooperative communication game mechanics from grounded theory
Toward interactive social stories for children with autism
Problematizing cultural appropriation
Towards balancing learner autonomy and pedagogical process in educational games
Know before you go: feelings of flow for older players depends on game and player characteristics

OHR

Content Provider ACM Digital Library
Author Masu, Raul Bianchi, Michele Menestrina, Zeno Siesser, Adriano Conci, Andrea
Abstract OHR is a puzzle and platform game, based on both classical mechanics and tangible interaction, powered by Unity3D and a custom-built hardware interface called Radiant Square (Radiant2). OHR tells the tale of Spark, an electronic life form, which wakes up in an electronic components dump, trying to exit from it. Players will help Spark to solve puzzles placed throughout the game world using the provided game elements, represented as physical electronic components, by placing them on the Radiant2. Thanks to both the game design and Radiant2 each puzzle can be solved in different ways, allowing the players to explore various solutions. A video presentation of OHR and Radiant2 can be found at: http://youtu.be/0Gh0tuTHAXk.
Starting Page 355
Ending Page 358
Page Count 4
File Format PDF
ISBN 9781450330145
DOI 10.1145/2658537.2662987
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2014-10-19
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Unity3d Puzzle Game design document Platformer Exploration Open source Tangible interaction
Content Type Text
Resource Type Article
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