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Honours Project: Pervasive gaming as a means of reminding the user of daily events. By Patrick Armstrong.

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Presentation on theme: "Honours Project: Pervasive gaming as a means of reminding the user of daily events. By Patrick Armstrong."— Presentation transcript:

1 Honours Project: Pervasive gaming as a means of reminding the user of daily events. By Patrick Armstrong

2 Research Question: To examine the effectiveness of pervasive gaming as an aid to every day memory and the organisation of tasks.

3 Background:Methodology: Pervasive games show increased participation rates. [1] Pervasive games shown to provide an increase in information retention. [2] Why not use these game benefits in day to day tasks. Prototyping is a tried and tested methodology for HCI. [3] Prototype pitfalls: ▫“WOW” factor. ▫Small sample size. ▫Technical gremlins. With care prototyping is the best option for small scope, fast development.

4 Feature List: Use the phones GPS to match stored and physical location Allow users to store their own location and a future time stamp. Use of the devices video camera to provide an augmented reality display of resources. A virtual pet to use resources and provide game feedback to the player. Exportable game data for desktop environment support.

5 Prepare user evaluation documents (surveys, interviews, activity descriptions). Preliminary report structure and drafting. Continued literature review Timeline: April May June July August September October Tools, literature review, GPS comparison, ethics approval and testing framework. User stored values, exportable data and Virtual pet creation. Enable camera augmented reality display, finalise test plan. Perform testing, collate results. Prepare report and expo display. NOVEMBER DEADLINENOVEMBER DEADLINE

6 Future Directions: Networked game. Centralised server. Player communication. Prestige resources. Avatar comparisons. Map Integration. Crackdown 2: Operation Sunburst

7 Thank You. Questions? References: ▫[1] K. Facer, R. Joiner, J. Reid, D. Stanton, R. Hull, & D. Kirks (2004); Savannah: Mobile gaming and learning; In Journal of Computer Assisted Learning 20, pp399-409. ▫[2] J. Huizenga, W. Admiraal, S. Akkerman & G. Ten Dam (2009); Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game; In Journal of Computer Assisted Learning 25, pp332-344. ▫[3] Markus Montola (2010); A ludological view on the pervasive mixed-reality game research paradigm; In Personal and Ubiquitous Computing 15, pp03-12. ▫Suya You, Ulrich Neumann (2010); Mobile Augmented Reality for Enhancing E-Learning and E-Business. ▫D. Pinelle, et. all (2008); Heuristic Evaluation for Games: Usability Principles for Video Game Design. ▫Keri Schreiner (2007); Where we at? Mobile Phones Bring GPS to the Masses. ▫Kalle Jegers (2007); Pervasive Game Flow: Understanding Player Enjoyment in Pervasive Gaming. ▫Pippin Bar, eta all (2007); Video game values: Human-computer Interaction and games. ▫James Paul Gee (2003); What Video Games Have to Teach Us About Learning and Literacy. ▫Chao Huang, et all (2007); Directions for peer to peer based mobile pervasive augmented reality gaming. ▫Adriana G Wilde, et all (2010); An Overview of Human-Computer Interaction Patterns in Pervasive Systems. ▫Woo Yeol Kim, et all (2007) ( User Behaviour Analysis Framework (UBAF): Mapping HCI with SE.


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