dc.contributor.author | Reime, Thov | |
dc.contributor.author | Sjöman, Heikki | |
dc.contributor.author | Gerstenberg, Achim | |
dc.contributor.author | Abrahamsson, Pekka Kalevi | |
dc.contributor.author | Steinert, Martin | |
dc.date.accessioned | 2018-03-21T15:12:25Z | |
dc.date.available | 2018-03-21T15:12:25Z | |
dc.date.created | 2015-11-23T15:24:34Z | |
dc.date.issued | 2015 | |
dc.identifier.isbn | 978-3-319-24588-1 | |
dc.identifier.uri | http://hdl.handle.net/11250/2491572 | |
dc.description.abstract | The Fibo Car is an example for a game interface that allows a user to modify a virtual car in a racing game through assembling tangible car parts. This paper describes the 6 week development journey towards a fully functional proof of concept prototype, reflections on the process as well as the technical details of the prototype. | nb_NO |
dc.language.iso | eng | nb_NO |
dc.publisher | Springer Verlag | nb_NO |
dc.relation.ispartof | Entertainment Computing - ICEC 2015 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - Ocotober 2, 2015, Proceedings | |
dc.title | Bridging Tangible and Virtual Interaction: Rapid Prototyping of a Gaming Idea | nb_NO |
dc.type | Chapter | nb_NO |
dc.description.version | publishedVersion | nb_NO |
dc.source.pagenumber | 523-528 | nb_NO |
dc.identifier.doi | 10.1007/978-3-319-24589-8_50 | |
dc.identifier.cristin | 1292299 | |
dc.relation.project | Norges forskningsråd: 236739 | nb_NO |
dc.description.localcode | This chapter will not be available due to copyright restrictions (c) 2015 by Springer | nb_NO |
cristin.unitcode | 194,64,50,0 | |
cristin.unitcode | 194,63,10,0 | |
cristin.unitname | Institutt for produktutvikling og materialer | |
cristin.unitname | Institutt for datateknikk og informasjonsvitenskap | |
cristin.ispublished | true | |
cristin.fulltext | original | |
cristin.qualitycode | 1 | |