Learn More
RFID (Radio frequency identification) is often seen as an enabling technology for mixed-reality experiences where all kinds of objects, even the most mundane and inanimate, can be equipped to provide interaction between the real and virtual worlds. These mixed-reality experiences could occur in all aspects of our lives, but one of the most easily envisaged(More)
Undoubtedly the biggest success amongst the recent games console releases has been the launch of the Nintendo Wii. This is arguably due to its most innovative attribute—the wireless controller or " Wiimote. " The Wiimote can be used as a versatile game controller, able to detect motion and rotation in three dimensions which allows for very innovative game(More)
In the current market many game developers and publishers treat the cellular phone as just another platform to which they can port a console game; they ignore the exciting new possibilities cellular phones provide via their inherent ability to maintain connectivity while on the move. One possibility is to extend the virtual world of traditional video games(More)
Whilst location based services have long been envisioned as an important element of future mobile user experiences, they have only recently become realizable for the average phone user. This is due to the emergence of: flat rate date tariffs on mobile networks; low cost Bluetooth GPS units and a large user base of phones capable of installing and running(More)
Cellular phones offer a whole range of interesting and exciting possibilities for entertainment systems coupled with a very resource-constrained environment. In this article we consider the possibilities currently achievable through the example of a networked sports service. Applications that keep users up-to-date with sports results and playing fantasy(More)
In handheld Augmented Reality (AR) the magic-lens paradigm is typically implemented by rendering the video stream captured by the back-facing camera onto the device's screen. Unfortunately, such implementations show the real world from the device's perspective rather than the user's perspective. This dual-perspective results in misaligned and incorrectly(More)