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In this paper we present Paranoia Syndrome as a novel hybrid game approach. Paranoia Syndrome combines classic multiplayer strategy game elements using 2D computer graphics on PDAs with location-based interaction paradigms in physical space using RFID technology and tangible objects. The combination of virtual and physical reality interaction in addition to(More)
With pervasive gaming, novel types of games have recently emerged. The idea is to apply pervasive computing technology-which embeds computers in real-world, everyday environments-to games. By bringing gaming back to natural, social interaction spaces, pervasive gaming aims to overcome some restrictions of conventional computer games: Players are no longer(More)
Computer gamesp laya ni ncreasingr ole in our modern information society. Besides pure entertainment, gamesc an providev aluable input for social interaction, learning, etc. Recently, new pervasive game genres have been developed, including mobile games, tangible games, table-topg ames,e xhaustive games, mixed realityg ames, etc.P ervasive gamese xtend the(More)
In this paper we investigate a seamless method for the adaptation of streamed media by using simultaneous processing chains. The common approach for media adaptation is to deconstruct the current media processing chain and to construct a new media chain afterwards. As a consequence, media frames might be lost and the adaptation cycle needs significant time.(More)