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Author

Trond Nilsen

Bio: Trond Nilsen is an academic researcher. The author has contributed to research in topics: Augmented reality & Game mechanics. The author has an hindex of 1, co-authored 1 publications receiving 379 citations.

Papers
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Journal ArticleDOI
01 Jul 2005
TL;DR: This article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world.
Abstract: This article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world.The field of pervasive games is diverse in the approaches and technologies used to create new and exciting gaming experiences that profit by the blend of real and virtual game elements. We explicitly look at the pervasive gaming sub-genres of smart toys, affective games, tabletop games, location-aware games, and augmented reality games, and discuss them in terms of their benefits and critical issues, as well as the relevant technology base.

386 citations


Cited by
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Journal ArticleDOI
TL;DR: Diverse strategies that are proposed in the literature to provide incentives for stimulating users to participate in mobile crowd sensing applications are surveyed and divided into three categories: entertainment, service, and money.
Abstract: Recent years have witnessed the fast proliferation of mobile devices (e.g., smartphones and wearable devices) in people's lives. In addition, these devices possess powerful computation and communication capabilities and are equipped with various built-in functional sensors. The large quantity and advanced functionalities of mobile devices have created a new interface between human beings and environments. Many mobile crowd sensing applications have thus been designed which recruit normal users to contribute their resources for sensing tasks. To guarantee good performance of such applications, it's essential to recruit sufficient participants. Thus, how to effectively and efficiently motivate normal users draws growing attention in the research community. This paper surveys diverse strategies that are proposed in the literature to provide incentives for stimulating users to participate in mobile crowd sensing applications. The incentives are divided into three categories: entertainment, service, and money. Entertainment means that sensing tasks are turned into playable games to attract participants. Incentives of service exchanging are inspired by the principle of mutual benefits. Monetary incentives give participants payments for their contributions. We describe literature works of each type comprehensively and summarize them in a compact form. Further challenges and promising future directions concerning incentive mechanism design are also discussed.

441 citations

Proceedings ArticleDOI
22 Apr 2006
TL;DR: The modeled emotions show the same trends as reported emotions for fun, boredom, and excitement; however, the modeled emotions revealed differences between three play conditions, while the differences between the subjective reports failed to reach significance.
Abstract: Researchers are using emerging technologies to develop novel play environments, while established computer and console game markets continue to grow rapidly. Even so, evaluating the success of interactive play environments is still an open research challenge. Both subjective and objective techniques fall short due to limited evaluative bandwidth; there remains no corollary in play environments to task performance with productivity systems. This paper presents a method of modeling user emotional state, based on a user's physiology, for users interacting with play technologies. Modeled emotions are powerful because they capture usability and playability through metrics relevant to ludic experience; account for user emotion; are quantitative and objective; and are represented continuously over a session. Furthermore, our modeled emotions show the same trends as reported emotions for fun, boredom, and excitement; however, the modeled emotions revealed differences between three play conditions, while the differences between the subjective reports failed to reach significance.

280 citations

Journal ArticleDOI
TL;DR: This is the first time, that is known, that the impact of a real-time affect-based DDA has been demonstrated experimentally.
Abstract: A number of studies in recent years have investigated the dynamic difficulty adjustment (DDA) mechanism in computer games to automatically tailor gaming experience to individual player's characteristics. Although most of these existing works focus on game adaptation based on player's performance, affective state experienced by the players could play a key role in gaming experience and may provide a useful indicator for a DDA mechanism. In this article, an affect-based DDA was designed and implemented for computer games. In this DDA mechanism, a player's physiological signals were analyzed to infer his or her probable anxiety level, which was chosen as the target affective state, and the game difficulty level was automatically adjusted in real time as a function of the player's affective state. Peripheral physiological signals were measured through wearable biofeedback sensors and several physiological indices were explored to determine their correlations with anxiety. An experimental study was conducted t...

247 citations

Journal IssueDOI
TL;DR: A survey of different mobile and wireless technologies and how they have impact AR is provided so that it becomes easier to understand the state of art and to help identify new directions of research.
Abstract: Recent advances in hardware and software for mobile computing have enabled a new breed of mobile augmented reality (AR) systems and applications. A new breed of computing called ‘augmented ubiquitous computing’ has resulted from the convergence of wearable computing, wireless networking, and mobile AR interfaces. In this paper, we provide a survey of different mobile and wireless technologies and how they have impact AR. Our goal is to place them into different categories so that it becomes easier to understand the state of art and to help identify new directions of research. Copyright © 2008 John Wiley & Sons, Ltd.

205 citations

Journal ArticleDOI
01 Jul 2010
TL;DR: Three design values that are applied for designing playful interactions are described, which can lead to rich and appealing innovative play concepts.
Abstract: This paper describes three design values that we apply for designing playful interactions. Interactive play objects can stimulate social interaction and physical play by providing motivating feedback to players' behavior; they can allow players to create their own game goals and rules in an open-ended play context and support social player interaction patterns. This design approach is illustrated by six design cases in which our assumptions were examined in various play contexts. The results show that the application of these design values can lead to rich and appealing innovative play concepts. Players can create a wide range of (physical) games using open-ended play objects, and properties of the play objects, such as being personal or shared, influence the type of social interaction.

173 citations