Trond Nilsen | University of Washington (original) (raw)
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Papers by Trond Nilsen
Table top games involve social interaction that is impossible in computer games, yet computer sup... more Table top games involve social interaction that is impossible in computer games, yet computer support can offer valuable features to game designers. By developing augmented table top games with video see-through augmented reality, we are exploring the possibilities of face to face computer supported games. We discuss the role of social interaction in both table top and computer gaming, introduce our augmented game AR Tankwar, and present the results from initial evalua-tions.
In Augmented Reality (AR), interfaces consist of a blend of both real and virtual content. In thi... more In Augmented Reality (AR), interfaces consist of a blend of both real and virtual content. In this paper we examine existing gaming styles played in the real world or on computers. We discuss the strengths and weaknesses of these mediums within an informal model of gaming experience split into four aspects; physical, mental, social and emotional. We find that their strengths are mostly complementary, and argue that games built in AR can blend them to enhance existing game styles and open up new ones. To illustrate these ideas, we present our work on AR Worms, a re-implementation of the classic computer game Worms using Augmented Reality. We discuss how AR has enabled us to start exploring interfaces for gaming, and present informal observations of players at several demonstrations. Finally, we present some ideas for AR games in the area of strategy and role playing games.
We showcase the Voices from the Rwanda Tribunal project and associated website that provides onli... more We showcase the Voices from the Rwanda Tribunal project and associated website that provides online public access to a set of historic video interviews with personnel from the International Criminal Tribunal for Rwanda. The demonstration emphasizes the careful design process needed for a project of this sensitivity, including two technical features that democratize curation of the collection-(1) public suggestions for video highlights and (2) public contribution of keywords in Kinyarwanda, English or French.
… in Entertainment (CIE), Jan 1, 2005
2nd International Workshop on Pervasive Gaming …, Jan 1, 2005
Proceedings of the Sixth …, Jan 1, 2005
Proceedings of the …, Jan 1, 2010
… Research (ECER 2010), Jan 1, 2010
… , New Zealand: 8th …, Jan 1, 2008
Second Life ? Practical constraints triangle45right Addressing Sustainability ? Goals ? Case Stud... more Second Life ? Practical constraints triangle45right Addressing Sustainability ? Goals ? Case Study: Etopia Island A simulated space shared by multiple users embodied within it, and persistent across time. xrhombusSimulated ...
This chapter proposes that the use of virtual worlds for science education is warranted and fits ... more This chapter proposes that the use of virtual worlds for science education is warranted and fits well with contemporary learning theory in the context of constructivist instructional approaches being desirable and that learners learn best when they are engaged in active mental ...
Active Learning in …, Jan 1, 2011
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have... more Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving performance. Instruction was split between lectures and computer games, and
Table top games involve social interaction that is impossible in computer games, yet computer sup... more Table top games involve social interaction that is impossible in computer games, yet computer support can offer valuable features to game designers. By developing augmented table top games with video see-through augmented reality, we are exploring the possibilities of face to face computer supported games. We discuss the role of social interaction in both table top and computer gaming, introduce our augmented game AR Tankwar, and present the results from initial evalua-tions.
In Augmented Reality (AR), interfaces consist of a blend of both real and virtual content. In thi... more In Augmented Reality (AR), interfaces consist of a blend of both real and virtual content. In this paper we examine existing gaming styles played in the real world or on computers. We discuss the strengths and weaknesses of these mediums within an informal model of gaming experience split into four aspects; physical, mental, social and emotional. We find that their strengths are mostly complementary, and argue that games built in AR can blend them to enhance existing game styles and open up new ones. To illustrate these ideas, we present our work on AR Worms, a re-implementation of the classic computer game Worms using Augmented Reality. We discuss how AR has enabled us to start exploring interfaces for gaming, and present informal observations of players at several demonstrations. Finally, we present some ideas for AR games in the area of strategy and role playing games.
We showcase the Voices from the Rwanda Tribunal project and associated website that provides onli... more We showcase the Voices from the Rwanda Tribunal project and associated website that provides online public access to a set of historic video interviews with personnel from the International Criminal Tribunal for Rwanda. The demonstration emphasizes the careful design process needed for a project of this sensitivity, including two technical features that democratize curation of the collection-(1) public suggestions for video highlights and (2) public contribution of keywords in Kinyarwanda, English or French.
… in Entertainment (CIE), Jan 1, 2005
2nd International Workshop on Pervasive Gaming …, Jan 1, 2005
Proceedings of the Sixth …, Jan 1, 2005
Proceedings of the …, Jan 1, 2010
… Research (ECER 2010), Jan 1, 2010
… , New Zealand: 8th …, Jan 1, 2008
Second Life ? Practical constraints triangle45right Addressing Sustainability ? Goals ? Case Stud... more Second Life ? Practical constraints triangle45right Addressing Sustainability ? Goals ? Case Study: Etopia Island A simulated space shared by multiple users embodied within it, and persistent across time. xrhombusSimulated ...
This chapter proposes that the use of virtual worlds for science education is warranted and fits ... more This chapter proposes that the use of virtual worlds for science education is warranted and fits well with contemporary learning theory in the context of constructivist instructional approaches being desirable and that learners learn best when they are engaged in active mental ...
Active Learning in …, Jan 1, 2011
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have... more Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving performance. Instruction was split between lectures and computer games, and