TJASS, a smart board for augmenting card game
playing and learning
Mathias Müller
University of Fribourg
Boulevard of Perolles 21
1700 Fribourg
Switzerland
mathias.mueller@unifr.ch
Tel. +41 26 300 9295
Florian Evequoz
University of Fribourg
Boulevard of Perolles 21
1700 Fribourg
Switzerland
florian.evequoz@unifr.ch
Tel. +41 26 300 9295
Denis Lalanne
University of Fribourg
Boulevard of Perolles 21
1700 Fribourg
Switzerland
denis.lalanne@unifr.ch
Tel. +41 26 300 8472
ABSTRACT
This paper presents TJass, a smart board that extends regu-
lar card playing with computational supports, without
modifying players’ habits. The article first presents the
functionalities, in particular the learning by trial assistant,
and architecture of TJass and further details the hardware
implementation and problems encountered. The article
concludes with users’ satisfaction comments.
ACM Classification: H5.2 [Information interfaces and
presentation]: User Interfaces. - Graphical user interfaces.
General terms: Experimentation, Human Factors, Algo-
rithms
Keywords: Tangible Interfaces, Interaction/Collaboration,
Augmented Reality, RFID, Card Game
INTRODUCTION
Recent years have pointed out that tangible user interfaces,
a type of human-machine interaction which uses physical
objects to interact with digital information, are a promising
alternative to classical graphical interfaces. The tangible
interfaces have shown in particular an elevate potential to
support interaction and collaboration.
The goal of this project is to extend card game playing with
computational aids in a non intrusive and transparent way
to support both beginners and expert players and lead them
towards a more elevated and agreeable gaming experience.
In comparison to another similar system mentioned in [1],
which uses TFT display, the output devices in Tjass have
been designed for a maximum transparency and a mini-
mum intrusiveness. Furthermore, while help is provided by
a relative unpractical PDA in the Smart Playing Cards
project [1], Tjass beginner’s assistance is directly available
on the game board.
In the traditional jass card game the players have to count
and notate manually the scores. As well they need to ob-
serve continuously the status of the score to determine the
winner team. In addition the rules of jass are complex and
require keeping in mind the overview of all played and
remaining cards. Therefore beginners often have difficul-
ties to learn the game. Tjass will disburden the players of
these tasks by (1) counting and displaying the score auto-
matically in real time and (2) putting at beginner’s disposal
a decision assistance to teach them the game.
TJASS FUNCTIONALITIES AND ARCHITECTURE
TJass avoids the use of mouse, keyboard and monitor, in
order to preserve card players’ habits and guarantee non-
intrusiveness. Instead an augmented game board and real
cards are preferred. Tjass design has been guided by this
motto, augmenting gaming experience without modifying
players’ traditions.
Each card is marked by an RFID tag that identifies it
uniquely (Fig. 1d). An RFID reader is then used for card
identification and game observation. Physical devices built
using Phidgets [2] are used for additional interaction during
the game. Fig. 1a illustrates the setup of Tjass. On each
side of the table resides a player. Each of the 4 players is
supported by one antenna which is attached under the table
right in front of him (Fig. 1c). The card detection zones for
the players are marked in Fig. 1a as rectangles in front of
them. The playing zone is the square in the middle of the
table. To get into that zone each card passes through the
sensor field of an antenna. This feature guarantees habitual
playing comportment like in the traditional jass.
To help the players know who shall play, the yellow led in
front of the active player will blink. If a played card is valid
according to the rules of jass, the green led lights up and a
discrete sound is played. If the card is not valid, the red
light will blink and the player should play another card.
This prevents mistakes and denounces cheating attempts.
Other sonorous outputs acknowledge for several events
like announces, end of game or trump selection. Another
RFID reader, a single tag short distance reader, allows
users to define the trump color in a tangible way by putting
trump tokens on the antenna.
When a round is finished, the points are calculated and
added to the score. The round points and the global score
are then shown on each player’s LCD (Figure 1a). In addi-
tion, to provide a constant score overview, the score needle
© Copyright Mathias Müller, Denis Lalanne, Florian Evequoz. University
of Fribourg, Switzerland. 2006.