StreetConqAR: Augmented Reality Anchoring in Pervasive Games
暂无分享,去创建一个
Patrick Hock | Stefan Göbel | Tim Dutz | Thomas Tregel | Philipp Niklas Müller | Philipp Achenbach | S. Göbel | T. Tregel | Patrick Hock | P. Müller | Philipp Achenbach | Tim Dutz
[1] Gonzalo Navarro,et al. A guided tour to approximate string matching , 2001, CSUR.
[2] Jason C. Yip,et al. Group Interactions in Location-Based Gaming: A Case Study of Raiding in Pokémon GO , 2019, CHI.
[3] Tom Drummond,et al. Fusing points and lines for high performance tracking , 2005, Tenth IEEE International Conference on Computer Vision (ICCV'05) Volume 1.
[4] Ryen W. White,et al. Influence of Pokémon Go on Physical Activity: Study and Implications , 2016, Journal of medical Internet research.
[5] Wei Liu,et al. Human Pacman: a mobile, wide-area entertainment system based on physical, social, and ubiquitous computing , 2004, Personal and Ubiquitous Computing.
[6] Matthew Chalmers,et al. Gaming on the edge: using seams in ubicomp games , 2005, ACE '05.
[7] Stefan Göbel,et al. Looking for Charizard: applying the orienteering problem to location-based games , 2019 .
[8] Ronald Azuma,et al. A Survey of Augmented Reality , 1997, Presence: Teleoperators & Virtual Environments.
[9] Steve Benford,et al. Can you see me now? , 2006, TCHI.
[10] Jannicke Baalsrud Hauge,et al. Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF) , 2017, Int. J. Serious Games.
[11] Ray Smith. An Overview of the Tesseract OCR Engine , 2007 .
[12] Robert C. Bolles,et al. Random sample consensus: a paradigm for model fitting with applications to image analysis and automated cartography , 1981, CACM.
[13] Kate Motsinger. Pokémon Go Away: Augmented Reality Games Pose Issues with Trespass and Nuisance , 2017 .
[14] Ralf Steinmetz,et al. Geodata Classification for Automatic Content Creation in Location-Based Games , 2017, JCSG.
[15] Christoph Schlieder,et al. Geogames: Designing Location-Based Games from Classic Board Games , 2006, IEEE Intelligent Systems.
[16] Takeo Kanade,et al. An Iterative Image Registration Technique with an Application to Stereo Vision , 1981, IJCAI.
[17] Carlo Tomasi,et al. Good features to track , 1994, 1994 Proceedings of IEEE Conference on Computer Vision and Pattern Recognition.
[18] Matthew Turk,et al. TranslatAR: A mobile augmented reality translator , 2011, 2011 IEEE Workshop on Applications of Computer Vision (WACV).
[19] Li Liang,et al. An Initial Evaluation of the Impact of Pokémon GO on Physical Activity , 2017, Journal of the American Heart Association.
[20] M S Waterman,et al. Identification of common molecular subsequences. , 1981, Journal of molecular biology.
[21] Ralf Steinmetz,et al. Where's Pikachu: Route Optimization in Location-Based Games , 2018, 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games).
[22] Eva Nieuwdorp,et al. The pervasive discourse: an analysis , 2007, CIE.
[23] Sebastian Matyas,et al. Playful Geospatial Data Acquisition by Location-based Gaming Communities , 2007, Int. J. Virtual Real..
[24] Steve Benford,et al. Can You See Me Now? A Citywide Mixed-Reality Gaming Experience , 2002 .
[25] Steve Benford,et al. The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences , 2006, CHI 2006.
[26] N. Otsu. A threshold selection method from gray level histograms , 1979 .
[27] Johannes Schöning,et al. The Geography of Pokémon GO: Beneficial and Problematic Effects on Places and Movement , 2017, CHI.
[28] Adrian David Cheok,et al. Pervasive games: bringing computer entertainment back to the real world , 2005, CIE.
[29] M. Stockwell,et al. Adolescent Female Text Messaging Preferences to Prevent Pregnancy After an Emergency Department Visit: A Qualitative Analysis , 2016, Journal of medical Internet research.
[30] R. Vohra,et al. The Orienteering Problem , 1987 .