DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication Technology
Evgeny Stemasov, Tobias Wagner, Ali Askari, Jessica Janek, Omid Rajabi, Anja Schikorr, Julian Frommel, Jan Gugenheimer, Enrico Rukzio
摘要
Hybrid board games (HBGs) augment their analog origins digitally (e.g., through apps) and are an increasingly popular pastime activity. Continuous world and character development and customization, known to facilitate engagement in video games, remain rare in HBGs. If present, they happen digitally or imaginarily, often leaving physical aspects generic. We developed DungeonMaker, a fabrication-augmented HBG bridging physical and digital game elements: 1) the setup narrates a story and projects a digital game board onto a laser cutter; 2) DungeonMaker assesses player-crafted artifacts; 3) DungeonMaker’s modified laser head senses and moves player- and non-player figures, and 4) can physically damage figures. An evaluation (n = 4 × 3) indicated that DungeonMaker provides an engaging experience, may support players’ connection to their figures, and potentially spark novices’ interest in fabrication. DungeonMaker provides a rich constellation to play HBGs by blending aspects of craft and automation to couple the physical and digital elements of an HBG tightly.
问问这篇 Paper
智能体会读完全文。
Lune 把这篇 Paper 索引到了每一个公式,引用它的顶会 Paper 也一样。你提问,回答直接引用原文。
引用它的顶会 Paper2
- PlantPal: Leveraging Precision Agriculture Robots to Facilitate Remote Engagement in Urban GardeningAlbin Zeqiri, Julian Britten, Clara Schramm, Pascal Jansen 等CHI 2025 · 被引用 2 次
- InkStack: A Programmable E-Paper Card System for Board GamesJulia Dominiak, Anna Walczak, Adam Jan Salata, Meagan B. Loerakker 等CHI 2026 · 被引用 1 次
它引用的顶会 Paper13
- Unfabricate: Designing Smart Textiles for DisassemblyShanel Wu, Laura DevendorfCHI 2020 · 被引用 120 次
- Unmaking: Enabling and Celebrating the Creative Material of Failure, Destruction, Decay, and DeformationKatherine W. Song, Eric PaulosCHI 2021 · 被引用 109 次
- Unpacking "Boardgames with Apps": The Hybrid Digital Boardgame ModelMelissa J. Rogerson, Lucy A. Sparrow, Martin R. GibbsCHI 2021 · 被引用 84 次
- Me vs. Super(wo)man: Effects of Customization and Identification in a VR ExergameJordan Koulouris, Zoe Jeffery, James Best, Eamonn O'Neill 等CHI 2020 · 被引用 78 次
- LaserFactory: A Laser Cutter-based Electromechanical Assembly and Fabrication Platform to Make Functional Devices & RobotsMartin Nisser, Christina Chen Liao, Yuchen Chai, Aradhana Adhikari 等CHI 2021 · 被引用 53 次
相关 Paper
- Identifying Game Mechanics for Integrating Fabrication Activities within Existing Digital GamesDishita G. Turakhia, Stefanie Müller, Kayla DesPortesCHI 2022 · 被引用 7 次
- Exploring Meaningful Hybridity in Hybrid Digital BoardgamesSasha Soraine, Melissa J. RogersonCHI 2026 · 被引用 1 次
- Getting Hybridity Just Right: The Goldilocks Factor in Hybrid Digital BoardgamesSasha Soraine, Melissa J. RogersonCHI 2026 · 被引用 1 次
- Handheld Tools Unleashed: Mixed-Initiative Physical Sketching with a Robotic PrinterNarjes Pourjafarian, Fjolla Mjaku, Marion Koelle, Martin Schmitz 等CHI 2023 · 被引用 9 次
- Intermittent Interaction in Digital Fabrication: User Perception of Periodic Intervention in Semi-Automated Creation TasksLudwig Wilhelm Wall, Oliver Schneider, Daniel VogelCHI 2025 · 被引用 2 次
