Racetime: Telepresence racing game with multi-user participation

Byungjoo Lee, Yunsil Heo, Hyunwoo Bang

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

2 Citations (Scopus)

Abstract

In this study, we implemented a telepresence racing game that enables real-time, face-to-face interaction between the players. Both the spatial and social aspects of presence were achieved by integrating mature devices, which resulted in commercial RC cars equipped with both smartphones and augmented reality tags. Users drove their cars using the physical RF controllers and the interaction between the RC cars and the environment were guided by two laptops (one for each player) using a Wi-Fi network. Finally, a field demonstration was conducted and avenues for future studies are suggested.

Original languageEnglish
Title of host publicationCHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
PublisherACM
Pages601-606
Number of pages6
ISBN (Electronic)9781450334662
DOIs
Publication statusPublished - 5 Oct 2015
MoE publication typeA4 Article in a conference publication
EventACM SIGCHI Annual Symposium on Computer-Human Interaction in Play - London, United Kingdom
Duration: 5 Oct 20157 Oct 2015
Conference number: 2

Conference

ConferenceACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
Abbreviated titleCHI PLAY
CountryUnited Kingdom
CityLondon
Period05/10/201507/10/2015

Keywords

  • Racing game
  • Smartphone
  • Telepresence

Fingerprint Dive into the research topics of 'Racetime: Telepresence racing game with multi-user participation'. Together they form a unique fingerprint.

Cite this