Chamber of Mirrors: A Socially Activated Game Exploits Pervasive Technology.
Mathew LaibowitzVids SamantaSyed AliRonald T. AzumaPublished in: IEEE Pervasive Comput. (2012)
Keyphrases
- rapid development
- key technologies
- pervasive computing
- pervasive learning
- context aware
- game theory
- video games
- field of view
- personal computer
- nash equilibria
- game playing
- context aware computing
- computing environments
- pedagogical design
- computer systems
- collaborative learning
- high dynamic range imaging
- nash equilibrium
- mobile games
- case study
- computer games
- high resolution
- cooperative