“ Kuru-kuru Pitcher”: A Game for the S chaire Internet Chair
Identifieur interne : 006787 ( Main/Curation ); précédent : 006786; suivant : 006788“ Kuru-kuru Pitcher”: A Game for the S chaire Internet Chair
Auteurs : Kazuya Adachi [Japon] ; Michael Cohen [Japon] ; Uresh Duminduwardena [Japon] ; Kayoko Kanno [Japon]Source :
- Lecture Notes in Computer Science [ 0302-9743 ] ; 2004.
Descripteurs français
- Pascal (Inist)
- Wicri :
- topic : Réalité virtuelle, Téléconférence.
English descriptors
- KwdEn :
Abstract
Abstract: We have developed second-generation prototypes of the Internet Chair, a novel internet appliance. The first generation explored using the chair as an input device; “S chaire,” the prototype described here, is a pivot (swivel, rotating) chair deployed as an output device, a rotary motion-platform information appliance. Its haptic display modality is yaw, dynamically synchronized with wireless visual displays and spatial audio in a rotation-invariant virtual space. In groupware situations— like teleconferencing, chat spaces, or multiplayer gaming— such orientation is also used to twist iconic representations of a seated user, avatars in a virtual world, enabling social situation awareness. Using its audio display modality, transaural speakers (without crosstalk), “nearphones” embedded in the seat headrest, the system can present unencumbered binaural sound with soundscape stabilization for multichannel sound image localization. As a haptic output modality, chairs with servomotors render kinesthetic and proprioceptive cues, twisting under networked control, to direct the attention of a seated subject, orienting seated users like a “dark ride” amusement park attraction or under active user control, local and/or distributed. The S chaire, manifesting as personal LBE (location-based entertainment), can be used in both stand-alone and networked applications. We have developed a multiplayer game that exploits some unique features of our networked rotary motion-platform, loosely resembling a disk/disc access driver, in which “spindled” players race to acquire circularly arrayed dynamically arriving targets.
Url:
DOI: 10.1007/978-3-540-28643-1_7
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ISTEX:4580A68223646188663E705FF03E567FB545FEFELe document en format XML
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<front><div type="abstract" xml:lang="en">Abstract: We have developed second-generation prototypes of the Internet Chair, a novel internet appliance. The first generation explored using the chair as an input device; “S chaire,” the prototype described here, is a pivot (swivel, rotating) chair deployed as an output device, a rotary motion-platform information appliance. Its haptic display modality is yaw, dynamically synchronized with wireless visual displays and spatial audio in a rotation-invariant virtual space. In groupware situations— like teleconferencing, chat spaces, or multiplayer gaming— such orientation is also used to twist iconic representations of a seated user, avatars in a virtual world, enabling social situation awareness. Using its audio display modality, transaural speakers (without crosstalk), “nearphones” embedded in the seat headrest, the system can present unencumbered binaural sound with soundscape stabilization for multichannel sound image localization. As a haptic output modality, chairs with servomotors render kinesthetic and proprioceptive cues, twisting under networked control, to direct the attention of a seated subject, orienting seated users like a “dark ride” amusement park attraction or under active user control, local and/or distributed. The S chaire, manifesting as personal LBE (location-based entertainment), can be used in both stand-alone and networked applications. We have developed a multiplayer game that exploits some unique features of our networked rotary motion-platform, loosely resembling a disk/disc access driver, in which “spindled” players race to acquire circularly arrayed dynamically arriving targets.</div>
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<front><div type="abstract" xml:lang="en">We have developed second-generation prototypes of the Internet Chair, a novel intemet appliance. The first generation explored using the chair as an input device; "<sup>S</sup>
<sub>c</sub>
ha<sub>i</sub>
r<sup>e</sup>
," the prototype described here, is a pivot (swivel, rotating) chair deployed as an output device, a rotary motion-platform information appliance. Its haptic display modality is yaw, dynamically synchronized with wireless visual displays and spatial audio in a rotation-invariant virtual space. In groupware situations- like teleconferencing, chat spaces, or multiplayer gaming- such orientation is also used to twist iconic representations of a seated user, avatars in a virtual world, enabling social situation awareness. Using its audio display modality, transaural speakers (without crosstalk), "nearphones" embedded in the seat headrest, the system can present unencumbered binaural sound with soundscape stabilization for multichannel sound image localization. As a haptic output modality, chairs with servomotors render kinesthetic and proprioceptive cues, twisting under networked control, to direct the attention of a seated subject, orienting seated users like a "dark ride" amusement park attraction or under active user control, local and/or distributed. The <sup>S</sup>
<sub>c</sub>
ha<sub>i</sub>
r<sup>e</sup>
, manifesting as personal LBE (location-based entertainment), can be used in both stand-alone and networked applications. We have developed a multiplayer game that exploits some unique features of our networked rotary motion-platform, loosely resembling a disk/disc access driver, in which "spindled" players race to acquire circularly arrayed dynamically arriving targets.</div>
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<author><name sortKey="Duminduwardena, Uresh" sort="Duminduwardena, Uresh" uniqKey="Duminduwardena U" first="Uresh" last="Duminduwardena">Uresh Duminduwardena</name>
<affiliation wicri:level="1"><country xml:lang="fr">Japon</country>
<wicri:regionArea>Spatial Media Group, University of Aizu, 965-8580, Aizu-Wakamatsu, Fukushima-ken</wicri:regionArea>
<wicri:noRegion>Fukushima-ken</wicri:noRegion>
</affiliation>
<affiliation wicri:level="1"><country wicri:rule="url">Japon</country>
</affiliation>
</author>
<author><name sortKey="Kanno, Kayoko" sort="Kanno, Kayoko" uniqKey="Kanno K" first="Kayoko" last="Kanno">Kayoko Kanno</name>
<affiliation wicri:level="1"><country xml:lang="fr">Japon</country>
<wicri:regionArea>Spatial Media Group, University of Aizu, 965-8580, Aizu-Wakamatsu, Fukushima-ken</wicri:regionArea>
<wicri:noRegion>Fukushima-ken</wicri:noRegion>
</affiliation>
<affiliation wicri:level="1"><country wicri:rule="url">Japon</country>
</affiliation>
</author>
</analytic>
<monogr></monogr>
<series><title level="s">Lecture Notes in Computer Science</title>
<imprint><date>2004</date>
</imprint>
<idno type="ISSN">0302-9743</idno>
<idno type="eISSN">1611-3349</idno>
<idno type="ISSN">0302-9743</idno>
</series>
<idno type="istex">4580A68223646188663E705FF03E567FB545FEFE</idno>
<idno type="DOI">10.1007/978-3-540-28643-1_7</idno>
<idno type="ChapterID">7</idno>
<idno type="ChapterID">Chap7</idno>
</biblStruct>
</sourceDesc>
<seriesStmt><idno type="ISSN">0302-9743</idno>
</seriesStmt>
</fileDesc>
<profileDesc><textClass></textClass>
<langUsage><language ident="en">en</language>
</langUsage>
</profileDesc>
</teiHeader>
<front><div type="abstract" xml:lang="en">Abstract: We have developed second-generation prototypes of the Internet Chair, a novel internet appliance. The first generation explored using the chair as an input device; “S chaire,” the prototype described here, is a pivot (swivel, rotating) chair deployed as an output device, a rotary motion-platform information appliance. Its haptic display modality is yaw, dynamically synchronized with wireless visual displays and spatial audio in a rotation-invariant virtual space. In groupware situations— like teleconferencing, chat spaces, or multiplayer gaming— such orientation is also used to twist iconic representations of a seated user, avatars in a virtual world, enabling social situation awareness. Using its audio display modality, transaural speakers (without crosstalk), “nearphones” embedded in the seat headrest, the system can present unencumbered binaural sound with soundscape stabilization for multichannel sound image localization. As a haptic output modality, chairs with servomotors render kinesthetic and proprioceptive cues, twisting under networked control, to direct the attention of a seated subject, orienting seated users like a “dark ride” amusement park attraction or under active user control, local and/or distributed. The S chaire, manifesting as personal LBE (location-based entertainment), can be used in both stand-alone and networked applications. We have developed a multiplayer game that exploits some unique features of our networked rotary motion-platform, loosely resembling a disk/disc access driver, in which “spindled” players race to acquire circularly arrayed dynamically arriving targets.</div>
</front>
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