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RealTimeChess: Lessons from a Participatory Design Process for a Collaborative Multi-Touch, Multi-User Game

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  • معلومة اضافية
    • Contributors:
      Laboratoire d'Informatique pour la Mécanique et les Sciences de l'Ingénieur (LIMSI); Université Paris-Sud - Paris 11 (UP11)-Sorbonne Université - UFR d'Ingénierie (UFR 919); Sorbonne Université (SU)-Sorbonne Université (SU)-Université Paris-Saclay-Centre National de la Recherche Scientifique (CNRS)-Université Paris Saclay (COmUE); Analysis and Visualization (AVIZ); Laboratoire de Recherche en Informatique (LRI); Université Paris-Sud - Paris 11 (UP11)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-Université Paris-Sud - Paris 11 (UP11)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-Inria Saclay - Ile de France; Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria); RTRA DIGITEO (DIGITEO); Digitéo; Bernoulli Institute for Mathematics and Computer Science and Artificial Intelligence; University of Groningen Groningen; Architectures et Modèles pour l'Interaction (AMI); Sorbonne Université (SU)-Sorbonne Université (SU)-Université Paris-Saclay-Centre National de la Recherche Scientifique (CNRS)-Université Paris Saclay (COmUE)-Université Paris-Sud - Paris 11 (UP11)-Sorbonne Université - UFR d'Ingénierie (UFR 919); Jun Rekimoto and Hideki Koike and Kentaro Fukuchi and Yoshifumi Kitamura and Daniel Wigdor
    • بيانات النشر:
      HAL CCSD
      ACM
    • الموضوع:
      2011
    • Collection:
      École Centrale Paris: HAL-ECP
    • الموضوع:
    • نبذة مختصرة :
      International audience ; We report on a long-term participatory design process during which we designed and improved RealTimeChess, a collaborative but competitive game that is played using touch input by multiple people on a tabletop display. During the design process we integrated concurrent input from all players and pace control, allowing us to steer the interaction along a continuum between high-paced simultaneous and low-paced turn-based gameplay. In addition, we integrated tutorials for teaching interaction techniques, mechanisms to control territoriality, remote interaction, and alert feedback. Integrating these mechanism during the participatory design process allowed us to examine their effects in detail, revealing for instance effects of the competitive setting on the perception of awareness as well as territoriality. More generally, the resulting application provided us with a testbed to study interaction on shared tabletop surfaces and yielded insights important for other time-critical or attention-demanding applications.
    • Relation:
      hal-00781509; https://inria.hal.science/hal-00781509; https://inria.hal.science/hal-00781509/document; https://inria.hal.science/hal-00781509/file/Chaboissier_2011_RTC.pdf
    • الرقم المعرف:
      10.1145/2076354.2076374
    • الدخول الالكتروني :
      https://inria.hal.science/hal-00781509
      https://inria.hal.science/hal-00781509/document
      https://inria.hal.science/hal-00781509/file/Chaboissier_2011_RTC.pdf
      https://doi.org/10.1145/2076354.2076374
    • Rights:
      info:eu-repo/semantics/OpenAccess
    • الرقم المعرف:
      edsbas.EF72D3E9