Introducing PALLA, a novel input device for leisure activities: a case study on a tangible video game for seniors.
Fabio VaresanoFabiana VerneroPublished in: Fun and Games (2012)
Keyphrases
- video games
- input device
- augmented reality
- learning experience
- educational games
- activity recognition
- game play
- computer games
- game design
- eye gaze
- eye tracker
- learning tools
- learning scenarios
- information retrieval
- serious games
- learning environment
- multimedia
- virtual environment
- learning objects
- tablet pc
- user interface