{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,6,19]],"date-time":"2025-06-19T04:35:10Z","timestamp":1750307710839,"version":"3.41.0"},"reference-count":13,"publisher":"Association for Computing Machinery (ACM)","issue":"1","license":[{"start":{"date-parts":[[2009,2,1]],"date-time":"2009-02-01T00:00:00Z","timestamp":1233446400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"funder":[{"name":"Korean Government (MOEHRD) Basic Research Promotion Fund","award":["KRF-2006-331-D00523"],"award-info":[{"award-number":["KRF-2006-331-D00523"]}]}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Comput. Entertain."],"published-print":{"date-parts":[[2009,2]]},"abstract":"<jats:p>\n            In the current age of ubiquitous computing via high bandwidth networks, wearable and hand-held mobile devices with small cameras and wireless communication will become widespread in the near future. Thus, research on augmented games for mobile devices has recently attracted a lot of attention. Most existing augmented games use a traditional \u201cbackpack\u201d system and \u201cpattern marker\u201d. However, \u2018backpack\u2019 systems are expensive, cumbersome, and inconvenient to use, while the use of a pattern marker means the game can only be played at a previously installed location. Hence, this article proposes an augmented game, called\n            <jats:italic>Flying Cake<\/jats:italic>\n            , where face regions are used to create virtual objects (characters) without a predefined pattern marker, plus the location of the virtual objects are measured relative to the real world on a small mobile PDA instead of using cumbersome hardware.\n            <jats:italic>Flying Cake<\/jats:italic>\n            is an augmented shooting game with two playing modes: (1) single player, where the player attacks a virtual character overlaid on images captured by a PDA camera in the physical world; and (2) two players, where each player attacks a virtual character in an image received via a wireless LAN from their opponent. The virtual character overlaps a face region obtained using a real-time face-detection technique. As a result,\n            <jats:italic>Flying Cake<\/jats:italic>\n            provides an exciting experience for players on the basis of a new game paradigm where the user interacts with both the physical world captured by a PDA camera and the virtual world.\n          <\/jats:p>","DOI":"10.1145\/1486508.1486518","type":"journal-article","created":{"date-parts":[[2009,2,25]],"date-time":"2009-02-25T14:44:30Z","timestamp":1235573070000},"page":"1-19","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":3,"title":["Flying cake"],"prefix":"10.1145","volume":"7","author":[{"given":"Anjin","family":"Park","sequence":"first","affiliation":[{"name":"College of Information Technology, Soongsil University, Seoul, Korea"}]},{"given":"Keechul","family":"Jung","sequence":"additional","affiliation":[{"name":"College of Information Technology, Soongsil University, Seoul, Korea"}]}],"member":"320","published-online":{"date-parts":[[2009,2,27]]},"reference":[{"key":"e_1_2_1_1_1","doi-asserted-by":"publisher","DOI":"10.1109\/38.963459"},{"key":"e_1_2_1_2_1","volume-title":"Proceedings of the IEEE Conference of Computer Vision and Pattern Recognition","volume":"2","author":"Bradski G. R.","unstructured":"Bradski , G. R. and Pisarevsky , V . 2000. Intel's computer vision library: Application in calibration, stereo, segmentation, tracking, gesture, face and object recognition . In Proceedings of the IEEE Conference of Computer Vision and Pattern Recognition , vol. 2 , 796--797. Bradski, G. R. and Pisarevsky, V. 2000. Intel's computer vision library: Application in calibration, stereo, segmentation, tracking, gesture, face and object recognition. In Proceedings of the IEEE Conference of Computer Vision and Pattern Recognition, vol. 2, 796--797."},{"key":"e_1_2_1_3_1","doi-asserted-by":"publisher","DOI":"10.1007\/s00779-004-0267-x"},{"volume-title":"Proceedings of the International Symposium on Wearable Computers, 156--157","author":"Cheok A.","key":"e_1_2_1_4_1","unstructured":"Cheok , A. , Wan , F. , Yang , X. , Weihua , W. , Huang , L. , Billinghurst , M. , and Kato , H . 2002. Game-City: A ubiquitous large area multi-interface mixed reality game space for wearable computers . In Proceedings of the International Symposium on Wearable Computers, 156--157 . Cheok, A., Wan, F., Yang, X., Weihua, W., Huang, L., Billinghurst, M., and Kato, H. 2002. Game-City: A ubiquitous large area multi-interface mixed reality game space for wearable computers. In Proceedings of the International Symposium on Wearable Computers, 156--157."},{"volume-title":"Proceedings of the IEEE Virtual Reality Annual International Symposium, 268--275","author":"Ohshima T.","key":"e_1_2_1_5_1","unstructured":"Ohshima , T. , Satoh , K. , Yamamoto , H. , and Tamura , H . 1998. AR2Hockey: A case study of collaborative augmented reality . In Proceedings of the IEEE Virtual Reality Annual International Symposium, 268--275 . Ohshima, T., Satoh, K., Yamamoto, H., and Tamura, H. 1998. AR2Hockey: A case study of collaborative augmented reality. 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In Proceedings of the International Conference on Computer Graphics and Vision, 85--92."},{"key":"e_1_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1007\/11428572_13"},{"volume-title":"Proceedings of the IEEE Workshop Applications of Computer Vision, 2--4.","author":"Yang J.","key":"e_1_2_1_13_1","unstructured":"Yang , J. and Waibel , A . 1996. A real-time face tracker . In Proceedings of the IEEE Workshop Applications of Computer Vision, 2--4. Yang, J. and Waibel, A. 1996. A real-time face tracker. In Proceedings of the IEEE Workshop Applications of Computer Vision, 2--4."}],"container-title":["Computers in Entertainment"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1486508.1486518","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/1486508.1486518","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T13:30:10Z","timestamp":1750253410000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1486508.1486518"}},"subtitle":["Augmented game on mobile devices"],"short-title":[],"issued":{"date-parts":[[2009,2]]},"references-count":13,"journal-issue":{"issue":"1","published-print":{"date-parts":[[2009,2]]}},"alternative-id":["10.1145\/1486508.1486518"],"URL":"https:\/\/doi.org\/10.1145\/1486508.1486518","relation":{},"ISSN":["1544-3574"],"issn-type":[{"type":"electronic","value":"1544-3574"}],"subject":[],"published":{"date-parts":[[2009,2]]},"assertion":[{"value":"2006-11-01","order":0,"name":"received","label":"Received","group":{"name":"publication_history","label":"Publication History"}},{"value":"2008-10-01","order":1,"name":"accepted","label":"Accepted","group":{"name":"publication_history","label":"Publication History"}},{"value":"2009-02-27","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}