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Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 AirhockeyAirhockey Over a Distance? A Networked Physical Game to Support Social Interactions Advisor : Dr. Hsu Presenter : Chia-Hao Yang Author : Florian ‘Floyd’ Mueller, Luke Cole, Shannon O’Brien, Wouter Walmink SIGCHI
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Intelligent Database Systems Lab N.Y.U.S.T. I. M. 2 Motivation Objective Introduction Method Preliminary findings Conclusions Outline
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Intelligent Database Systems Lab N.Y.U.S.T. I. M. 3 Motivation Currently people are often faced with the challenge of having to live and work apart from family, friends and colleagues.
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Intelligent Database Systems Lab N.Y.U.S.T. I. M. 4 Objective Using “Airhockey over a distance” to support social interactions and contribute to an increased connectedness between people who are physically apart.
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Intelligent Database Systems Lab N.Y.U.S.T. I. M. 5 Introduction Social interaction is an essential human need. We are interested in enabling social interactions between friends and co-workers separated by distance. ─ How to improve social interaction? We believe such games can work against the trend of social decline if they support game-play between participants that live geographically apart. Casual games
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Intelligent Database Systems Lab N.Y.U.S.T. I. M. 6 Method Our approach focuses on two components: ─ High quality videoconference & physical game experience ─ Airhockey Over a Distance consists of two airhockey tables, half of each is involved in game play and connected via a network. Process ─ The player is recorded by a camera and the video is displayed on the screen of the other player, creating the illusion of playing together on one table.
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Intelligent Database Systems Lab N.Y.U.S.T. I. M. 7 Method (cont.) ─ Once the puck passes the midway-line, it is detected, and a corresponding physical puck is shot out at the other table. How about the delay of an airhockey? ─ The mechanical system, the network & videoconferencing ─ It’s tolerable for an enjoyable game experience after preliminary test Other scenarios ─ Arcade ─ Airports ─ Youth clubs ─ Children’s hospitals
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Intelligent Database Systems Lab N.Y.U.S.T. I. M. 8 Preliminary findings Approximately 30 people interacted with the system, and the demonstration lasted for four hours. The airhockey tables were set up in two different rooms, where participants could neither see nor hear each other. ─ the speed and position of the pucks are randomly calculated. Even though this was an informal evaluation, the commend those participants give are not bed or interesting.
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Intelligent Database Systems Lab N.Y.U.S.T. I. M. 9 Conclusions Except casual game, the Airhockey Over a Distance game is able to facilitate an increased connectedness through social interaction between geographically separated players.
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Intelligent Database Systems Lab N.Y.U.S.T. I. M. 10 Future work We plan to improve the puck detection and firing system. ─ Puck detection : more accurate prediction will reduce the problem resulting form the network latency. ─ Firing system : the spinning disk will limit the ability to quickly adjust to fire pucks at a given speed. After technically refining the system, our next step is to formally analyze the affects of Airhockey Over a Distance on players’ sense of connectedness to each other. ─ Physical & virtual version
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Intelligent Database Systems Lab N.Y.U.S.T. I. M. 11 Airhockey
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