Abstract
Computing technologies allow us to enhance our daily objects by adding virtual forms to the objects. The virtual forms present dynamically generated visual images containing information that influences a user’s behavior and thinking. In a typical way, adding a display to show visual expressions or projecting some information on an object offers visual forms on the existing daily objects. We have designed three case studies that add virtual forms to existing objects. The first case study is Virtual Aquarium, which offers a virtual aquarium that reflects a user’s toothbrushing behavior. The second case study is Augmented Go, which projects additional information on the real Go board for making a better decision in the game play. The third case study is Augmented Trading Card Game, which adds virtual characters and special effects on the trading cards of the Nintento DS game in order to encourage and provoke more social play of the game.
In this paper, after presenting an overview of the three case studies that enhance traditional objects with virtual forms, we present six values that play an important role in the design of the enhanced objects. We believe that these values would be useful in the design of any other enhanced objects with virtual forms.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Baudrillard, J.: Simulacra and Simulation. Univ. of Michigan Pr. (1994)
Hara, K.: Japanese Design–Aesthetics makes the Future. Iwanami Publisher (2011)
Ishii, H., Ullmer, B.: Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms. In: Proceedings of the CHI 1997 (1997)
Lehdonvirta, V.: Virtual Item Sales as a Revenue Model: Identifying Attributes that Drive Purchase Decisions. Electronic Commerce Research 9(1) (2009)
Marzano, S., Aarts, E.: The New Everyday View on Ambient Intelligence. 010 Publisher (2003)
Nakajima, T., Lehdonvirta, V.: Designing Motivation in Persuasive Ambient Mirrors. Springer Personal and Ubiquitous Computing (2012), doi:10.1007/s00779-011-0469-y
Sakamoto, M., Alexandrova, T., Nakajima, T.: A Study on the Effects of a Computer Games Case Study: Trading Card Game. DCL-2012-1. Waseda Univerity (2012)
Velicer, W.F., Prochaska, J.O., Fava, J.L., Norman, G.J., Redding, C.A.: Smoking cessation and stress management: applications of the transtheoretical Model of behavior change. Homeostasis 38 (1998)
Yamabe, T., Nakaima, T.: Playful Training with Augmented Reality Games: Case Studies towards Reality-Oriented System Design. Multimedia Tools and Applications (2012), doi:10.1007/s11042-011-0979-7
Zicbermann, G., Cunningham, C.: Gamification by Design. O’Reilly (2011)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2012 Springer Science+Business Media Dordrecht
About this paper
Cite this paper
Sakamoto, M., Nakajima, T., Alexandrova, T. (2012). Incorporating Virtual Forms into Traditional Things to Increase Their Values. In: Park, J., Jin, Q., Sang-soo Yeo, M., Hu, B. (eds) Human Centric Technology and Service in Smart Space. Lecture Notes in Electrical Engineering, vol 182. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-5086-9_3
Download citation
DOI: https://doi.org/10.1007/978-94-007-5086-9_3
Publisher Name: Springer, Dordrecht
Print ISBN: 978-94-007-5085-2
Online ISBN: 978-94-007-5086-9
eBook Packages: EngineeringEngineering (R0)