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1 Pervasiveness as the Enchanting Tool of Mobility Annie Gentes, Aude Guyot, Camille Jutant, Michel Simatic Michel.Simatic@it-sudparis.eu
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2 Outline Introduction: Pervasiveness + RFID An experiment in pervasive game design Discussion
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3 Outline Introduction: Pervasiveness + RFID An experiment in pervasive game design Discussion
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4 Pervasive games: the play on double meaning To give a second meaning to places, people, objects To give a second meaning to people status To give a second meaning to moves, gestures What does it mean in terms of game design, interface design, and context design?
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5 Pervasive games: RFID specific touch Geolocalization (Moggi) Theoretical Virtual position The user checks the representation of space on her screen with her direct surroundings Ad hoc (Treenor/ Safari - Team exploration / Transhumance) Positioning in relation to other people Everybody might be within sight RFID (The Secrets of the Museum/ PLUG) Material close contact to a specific space (object or person) which means that “you have to go there”
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6 Outline Introduction: Pervasiveness + RFID An experiment in pervasive game design Discussion
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7 The Museum of Arts and Crafts Their mission: –To teach about the history of science –To promote science as a whole –To create a community of people around a scientific heritage Their patrimony: –Thematic collections in separate halls of exhibition –Historical artifacts that visitors cannot manipulate
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8 Game play of the Secrets of the Museum
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9 PLUG specific design RFID as a communicating tool between people RFID as a reading and writing tool of the double meaning Moves and gestures to exchange with others PLUG 2 major innovations Moves and gestures to rewrite the scenario Players play tricks and rewrite the scenario collectively
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10 Outline Introduction: Pervasiveness + RFID An experiment in pervasive game design Discussion
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11 Discussion: towards pervasive game design methodology 1 - interacting with contents 2 - interacting with people 3 - converting physical movements into game movements 4 - converting physical gestures into game actions
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12 (1) Design options: interacting with contents User adds comments “Virtual post it” about the artefact PLUGUser plays tricks on others : the tagged object is a channel: she can swap contents Quizz related to the artefactObjects give players a choice of powers or trophees User listens or reads dependant contents as in an “Audioguide” The tagged object is a stepping stone in the visit Players pick an “extraordinary” power from an “ordinary” object From faithful and related contents To unfaithful and divergent interaction From reading To writing
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13 (2) Design options: interacting with people Racing against each other PLUG Rewriting the scenario together Hide and seek Choreography: inventing geolocalized figures Mario Bros World of Warcraft distant close autonomousdependant Co-presence Interaction
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14 (3) Design Options: converting physical movements into game movements “to walk all over”assessment of the global situation. Looking over the territory (Rexplorer) “To go to” as part of a questDiscovering things (Geocaching, Cistes) Touching connected thingsUncovering things: double meaning (Conquest, Barcode Battler) Moving things/removing things/hiding things writing and rewriting the scenario PLUG Moving in relation to othersMeeting players: battles / cooperation Autonomous players: competition Can you see me know – Human Pacman Touching people Act on them or communicate (multiplayers, augmented reality game MOGI) Write together PLUG
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15 (4) Design Options: converting physical gestures into game actions The player is turned into a mouse that moves in space: in PLUG traces of players’ passage to a display // hints is turned into “pliers” that pick, move and drop: in PLUG moving virtual playing cards around captures and records contents or events (discreet or continuous) in PLUG: archiving a collection in the phone augments the contents / erases (removes the contents) on the display (not explored in PLUG)
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16 Thank you for your attention
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