
Irma Lindt- TH Köln - University of Applied Sciences
Irma Lindt
- TH Köln - University of Applied Sciences
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38
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Publications (38)
An ethnographic study reveals how professional artists created a spectator interface for the interactive game Day of the Figurines, designing the size, shape, height and materials of two tabletop interfaces before carefully arranging them in a local setting. We also show how participants experienced this interface. We consider how the artists worke...
An ethnographic study reveals how professional artists created a spectator interface for the interactive game Day of the Figurines, designing the size, shape, height and materials of two tabletop interfaces before carefully arranging them in a local setting. We also show how participants experienced this interface. We consider how the artists worke...
Pervasive games are rapidly maturing - from early research experiments with locative games we now start to see a range of
commercial projects using locative and pervasive technology to create technology-supported pervasive games. In this paper
we report on our experiences in transferring the successful involvement of players in computer games to ‘m...
Mixed Reality games are becoming more and more popular these days and offer unique experiences to the players. However, development of such games typically still requires expert knowledge and access to Mixed Reality toolkits or frameworks. In this paper, we present the so-called Magic Lens Box that follows a different approach. Based on standard ha...
Mobile augmented reality games offer a new and rich game experience allowing players to move and interact in their physical environment with 3D content. The authors review existing approaches to mobile AR games and identify two major trends: small, user-modifiable AR games and larger-scale, event-based AR games that are interwoven with their physic...
This paper presents our research initiatives around new user experiences in the area of pervasive mixed reality crossmedia
gaming. In a prototypical game, The Epidemic Menace, we combined static and interactive story telling elements to create a
mixed reality experience. As part of this research initiative we also investigated how elements of the r...
While software developers for desktop applications can rely on mouse and keyboard as standard input devices, developers of
virtual reality (VR) and augmented reality (AR) applications usually have to deal with a large variety of individual interaction
devices. Existing device abstraction layers provide a solution to this problem, but are usually li...
Augmented video streams display information within the context of the physical environment. In contrast to Augmented Reality, they do not require special equipment, they can support many users and are location-independent. In th is paper we are exploring the potentials of augmented video streams for remote participation. We present our design consi...
Crossmedia games employ a wide variety of gaming interfaces based on stationary and mobile devices to facilitate different game experiences within a single game. This article presents the crossmedia game Epidemic Menace, introduces the game concept, and describes experiences from two Epidemic Menace game events. We also explain the technical realiz...
Crossmedia games employ a wide variety of gaming interfaces includ- ing stationary and mobile devices to facilitate different game experiences within a single game. This paper presents the Crossmedia game Epidemic Menace, introduces the game concept and describes the first Epidemic Menace game event. Furthermore, we are explaining the technical rea...
Crossmedia games offer different alternative gaming interfaces to a player. This paper presents the results of an evaluation of the player experiences in the crossmedia game Epidemic Menace and focuses on the characteristics of the gameplay, the story and the intertwining of these two central concepts of game design. In this context the paper discu...
An abstract is not available.
This paper presents the multiple gaming interfaces of the crossmedia game Epidemic Menace, including a game board station, a mobile assistant and a mobile Augmented Reality (AR) system. Each gaming interface offers different functionality within the game play. We explain the interfaces and describe early results of an ethnographic observation showi...
This is a short presentation of a uniform approach for specifying mixed reality user interfaces, including 3D interaction techniques and 3D widgets. Our main goal is to facilitate the process of reusing previous work, so more complex applications can be built and documented in a formal and uniform way. We describe here the conceptual model of user...
This paper presents a uniform approach for specifying mixed real- ity user interfaces, including D interaction techniques a nd 3D wid- gets. Our main goal is to facilitate the process of reusing pr evious work, so more complex applications can be built and documented in a formal and uniform way. Our work builds on previous expe- riences and taxonom...
Even with today's highly sophisticated 3D modeling programs, creating, as sembling and adapting 3D models is still a big challenge for inexperienced users. In this paper we present ou r approach of an intuitive table-top 3D modeling tool in Augmented Reality. It allows the author to view 3D virtual objec ts within his natural working environment, t...
Pervasive games provide a new type of game combining new technologies with the real environment of the players. While this already poses new challenges to the game developer, requirements are even higher for pervasive Augmented Reality games, where the real environment is additionally enhanced by virtual game items. In this paper we will review the...
Augmented Reality (AR) technologies are rapidly expanding into new application areas. However, the development of AR user interfaces and appropriate interaction techniques remains a complex and time-consuming task. Starting from scratch is more common than building upon existing solutions. Furthermore, adaptation is difficult, often resulting in po...
Cross media games focus on a wide variety of gaming devices including traditional media channels, game consoles as well as mobile and pervasive computing technology to allow for a broad variety of game experiences. This paper introduces cross media games. It addresses challenges of cross media games and points out game design, technical, commercial...
Supporting different 3D interaction techniques (ITs) plays an important role for the run-time flexibility of a Virtual Environment (VE) application. While many VE systems provide means for exchanging interaction devices that provide rather similar input data, exchanging fairly different interaction devices and thus exchanging rather different ITs h...
Projects in the area of architectural design and urban planning typically engage several architects as well as experts from other professions. While the design and review meetings thus often involve a large number of cooperating participants, the actual design is still done by the individuals in the time in between those meetings using desktop PCs...
This paper introduces–the Mixed Reality Stage–an interactive Mixed Reality environment for collaborative planning of stage shows and events. The Mixed Reality Stage combines the presence of reality with the flexibility of virtuality to form an intuitive and efficient planning tool. The planning environment is based on a physical miniature stage enr...
The availability of a suitable framework is of vital importance for the development of Augmented Reality (AR) and Virtual Reality (VR) projects. While features such as scalability, platform independence, support of multiple users, distribution of components, and an efficient and sophisticated rendering are the key requirements of current and future...
The development of Virtual Reality (VR) and Augmented Reality (AR) applications still is a cumbersome and error prone task. While 2D desktop applications have very clear standards regarding user interfaces and a very limited set of common input devices, no standards for VR/AR applications yet exist. Additionally a wide range of different 3D input d...
In this paper we describe our view on challenges and possibilities in creating pervasive games. We present an overview on our research activities in Games and Augmented Reality. We outline our expectations and contributions for the Pervasive Gaming Workshop.
Round table meeting are frequently used between professionals to design new approaches, review developments, or make decisions. These meeting are highly collaborative and usually the objects or documents to be discussed are on the table. More and more these objects and documents are not physically present but only virtually available, e.g. displaye...
Epidemic Menace is a cross-media game in which players become medical experts and need to save mankind from a threatening virus epidemic.
Craving for power, a villain scientist has created a lethal virus mutation and contaminated a physical university campus.
From there, the virus is going to spread and infect all humans unless players do something...
Day of the Figurines (DoF) is a text messaging pervasive game for mobile phones that is designed to be slow and interwoven with the patterns of players' daily lives over a month of play. We describe the design and realisation of DoF showing how it is driven by a strong narrative that is crafted from destinations, times and events and yet supports i...
Projects in the area of architectural design and urban planning typically engage several architects as well as experts from other professions. While the design and review meetings thus often involve a large number of cooperating participants, the actual design is still done by the individuals in the time in between those meetings using desktop PCs...