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Combining Web, Mobile Phones and Public Displays in Large-Scale: Manhattan Story Mashup Ville H. Tuulos, J¨urgen Scheible, and Heli Nyholm Arjun Bir Singh
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OUTLINE o Introduction o Prior Work o Game Design (Gameplay) o Game Design (Rationale) o Implementation o Experience o Conclusion o Comments o References
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Introduction – Manhattan Story Mashup o Come Out & Play Festival SensorPlanet Project Mobile phone-centric sensing o Interactive Storytelling Mash up stories – web players Shoot a photo – street players Keyword-photo pair validation – street players Story Display – moderator o Understanding pervasive applications
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Prior Work o Pirates o PhotoPhone Enviornment Story – teller you’re so full o Can You See Me Now o Uncle Roy All Around You
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Game Design (Gameplay) Gameplay
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Game Design (Rationale) o Satisfying, enjoyable and a creative experience o Surprise, playability, social actability, transparency o Speak the users’ language o Where am I?, What’s here?, Where can I go? o Will users know what to do?, Will users see how to do it?, Will users understand from feedback whether the action was correct or not? o Why should I join this community?, What are the rules?, Can I do what I want to do easily?, Can I express myself as I wish?
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Game Design Rationale (Contd..) Initial mobile client UI screen mock-ups
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Implementation o Storytelling Tool Creation of a story through sentences Dubious or nonsensical sentence detection and removal Tokenization of sentences Storytelling tool in the web
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Implementation (Contd..) o Mobile Client Implemented in Python Consists of 3 modes Keyword selection mode Shooting mode Guessing mode Player statistics and photo gallery Keyword selection & shooting mode Player statistics & gallery views
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Implementation (Contd..) o Large Public Display Moderator filtering Motivational aspect
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Experience o 184 players, 3142 photos and 4529 guesses o Fair gameplay o Moderate difficulty o Motivation o Engaging o Correlation between scoring and actions
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Experience (Contd..)
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o Photos Creativity Acting out publicly Blur or shake the photo o Web Time-scale difference between the web and the physical world Difference in the web and mobile user base o Questionnaire User experience evaluation
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Experience (Contd..) Usability ratings by mobile players Ratings regarding the mobile and the web as a joint system
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Conclusion o MSM success Lazy shooting Ambiguity Teamplay Speed Integrated Game-Flow o MSM Concerns Time and Web Scalability Duration Adaptability
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Comments o Iterative design techniques yield a good result o Seamless collaboration between virtual and physical space o Pervasive computing for recreational purposes o Certain incentives should be used to encourage more web players
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References o www.storymashup.org o www.uncleroyallaroundyou.co.uk o www.canyouseemenow.co.uk o PhotoPhone Entertainment by Johan Thoresson o Pirates: Proximity-Triggered Interaction in a Multi- Player Game by Jennica Falk, Peter Ljungstrand, Staffan Björk, Rebecca Hansson
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Thank You
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