Racetime: Telepresence racing game with multi-user participation

Byungjoo Lee, Yunsil Heo, Hyunwoo Bang

Research output: Chapter in Book/Report/Conference proceedingConference contribution

2 Citations (Scopus)

Abstract

In this study, we implemented a telepresence racing game that enables real-time, face-to-face interaction between the players. Both the spatial and social aspects of presence were achieved by integrating mature devices, which resulted in commercial RC cars equipped with both smartphones and augmented reality tags. Users drove their cars using the physical RF controllers and the interaction between the RC cars and the environment were guided by two laptops (one for each player) using a Wi-Fi network. Finally, a field demonstration was conducted and avenues for future studies are suggested.

Original languageEnglish
Title of host publicationCHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
PublisherAssociation for Computing Machinery, Inc
Pages601-606
Number of pages6
ISBN (Electronic)9781450334662
DOIs
Publication statusPublished - 2015 Oct 5
Event2nd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015 - London, United Kingdom
Duration: 2015 Oct 52015 Oct 7

Publication series

NameCHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play

Conference

Conference2nd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015
Country/TerritoryUnited Kingdom
CityLondon
Period15/10/515/10/7

Bibliographical note

Publisher Copyright:
© Copyright 2015 by the Association for Computing Machinery, Inc. (ACM).

All Science Journal Classification (ASJC) codes

  • Human-Computer Interaction

Fingerprint

Dive into the research topics of 'Racetime: Telepresence racing game with multi-user participation'. Together they form a unique fingerprint.

Cite this