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1 Pervasiveness as the Enchanting Tool of Mobility Annie Gentes, Aude Guyot, Camille Jutant, Michel Simatic

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Presentation on theme: "1 Pervasiveness as the Enchanting Tool of Mobility Annie Gentes, Aude Guyot, Camille Jutant, Michel Simatic"— Presentation transcript:

1 1 Pervasiveness as the Enchanting Tool of Mobility Annie Gentes, Aude Guyot, Camille Jutant, Michel Simatic Michel.Simatic@it-sudparis.eu

2 2 Outline Introduction: Pervasiveness + RFID An experiment in pervasive game design Discussion

3 3 Outline Introduction: Pervasiveness + RFID An experiment in pervasive game design Discussion

4 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?

5 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”

6 6 Outline Introduction: Pervasiveness + RFID An experiment in pervasive game design Discussion

7 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

8 8 Game play of the Secrets of the Museum

9 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

10 10 Outline Introduction: Pervasiveness + RFID An experiment in pervasive game design Discussion

11 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

12 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

13 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

14 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

15 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)

16 16 Thank you for your attention


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