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MICS loewenberg folien zum rauspicken für ludger - danke! serious pervasive games for sentient architecture steffen p walz, m.a. game design researcher, ph.d. candidate MICS, loewenberg september 2005
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overview
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serious pervasive games 3 upcoming background what are serious pervasive games in relation to architecture? projects
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serious pervasive games 4 background spw
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ETH Zurich / CAAD
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serious pervasive games 6 at the ETH Zurich / CAAD we apply IT to create real projects: 1 generative design with real applications 2 one-of-a-kind production of unique building designs: mass customization 3 pervasive computing to establish (collaborative) building services
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serious pervasive games 7 I fall in category 3 pervasive computing to establish (collaborative) building / spatial services
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serious pervasive games 8 def. pervasive computing & hybrid reality
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serious pervasive games 9 computer integrated buildings teknibank, degw, milano/london, 1991
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serious pervasive games 10 a building as a service platform © OMA - AMO 2002
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what are serious pervasive games?
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serious pervasive games 12 some history digging: technologized game & play architectures
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serious pervasive games 13 serious pervasive games combine = 1) serious purpose (e.g. learning) 2) pervasive computing (e.g. mobile devices, wireless networks, sensors / actuators) 3) game design methods (e.g. rules & goals, space-time, interactions, challenges & rewards, drama, closure)
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serious pervasive games 14 rules of play / design framework 1) the world - a place - is a gameboard 2) the game is where you are -> player constrains space-time 3) ideas come first, then co-texts & con-texts, then interaction schemes, media & technology 4) serious pervasive games have dialectics: a) they empower novel subjective experiences b) if well balanced, they are near perfect surveillance and motivation tools
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serious pervasive games 15
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projects
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serious pervasive games 17 not so obvious serious game technologies face recognition gait identification (DNA) fingerprinting vehicle / traffic tracking electronic tagging location tracking wiretapping / bugging project echelon data warehouses (acxiom) ID cards CCTV
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serious pervasive games 18 third party serious pervasive game examples Microsoft - „I Love Bees“ marketing for Halo2 (Xbox): Web + public payphones + real actors + collaborative gameplay MIT - „Environmental Detectives“ emergency bio learning: PDA + GPS + virtual actors + collaborative gameplay
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serious pervasive games 19 exemplary prototyping methods I
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serious pervasive games 20 exemplary prototyping methods II
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serious pervasive games 21 exemplary prototyping methods III results from game arch design class, university of stuttgart, fall 2004/05, cf. http://wiki.caad.hbt.arch.ethz.ch/twiki/bin/view/Gamearch
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serious pervasive games 22 exemplary prototyping methods IV XML definition of a functional computer integrated building setting
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serious pervasive games 23 serious pervasive game design: security www.madcountdown.de: emergency & trust: PDA + WLAN + physical components + real actors + collaborative gameplay
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serious pervasive games 24 serious pervasive game design: security www.madcountdown.de: emergency & trust: PDA + WLAN + physical components + real actors + collaborative gameplay
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serious pervasive games 25 serious pervasive game design: security www.madcountdown.de: emergency & trust: PDA + WLAN + physical components + real actors + collaborative gameplay
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serious pervasive games 26 serious pervasive game design: security www.madcountdown.de: emergency & trust: PDA + WLAN + physical components + real actors + collaborative gameplay
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serious pervasive games 27 serious pervasive game design: security www.madcountdown.de: emergency & trust: PDA + WLAN + physical components + real actors + collaborative gameplay
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serious pervasive games 28 serious pervasive game design: policy
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serious pervasive games 29 serious pervasive game design: policy
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serious pervasive games 30 serious pervasive game design: policy „Spirits of Split“ touristic marketing: Collectible cube puzzle + citizen participation + live action role playing
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serious pervasive games 31 serious pervasive game design: health „lightFight“ health care & room control: Wearable biofeedback + IP enabled room functionalities + psychophysiology
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serious pervasive games 32 serious pervasive game design: health
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serious pervasive games 33 serious pervasive game design: health
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serious pervasive games 34 serious pervasive game design: health
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serious pervasive games 35 serious pervasive game design: health
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serious pervasive games 36 serious pervasive game design: health
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serious pervasive games 37 serious pervasive game design: health
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serious pervasive games 38 serious pervasive game design: health
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serious pervasive games 39 serious pervasive game design: health
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serious pervasive games 40 serious pervasive game design: health
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serious pervasive games 41 serious pervasive game design: health
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serious pervasive games 42 serious pervasive game design: education „ETHGame“ e-learning & community building: Mobile computer + WLAN positioning + massively multiplayer
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serious pervasive games 43 serious pervasive game design: education
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serious pervasive games 44 serious pervasive game design: education
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serious pervasive games 45 serious pervasive game design: education
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serious pervasive games 46 serious pervasive game design: education
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serious pervasive games 47 serious pervasive game design: education
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serious pervasive games 48 serious pervasive game design: education II „Who‘s afraid of the black man?“ study program learning & community building: Cell phone camera + semacode scanning + GPRS + Online multiplayer application
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serious pervasive games 49 serious pervasive game design: fundraising
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serious pervasive games 50 serious pervasive game design: fundraising „ETH Fundraising“: Web + cell phone + alien invasion + public robotic display + chance prizes + collective gameplay
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serious pervasive games 51 serious pervasive game design: fundraising „ETH Fundraising“: Web + cell phone + alien invasion + public robotic display + chance prizes + collective gameplay
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serious pervasive games 52 serious pervasive game design: fundraising
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serious pervasive games 53 serious pervasive game design: business Chaos Computer Club & Bbtel GmbH „Blinkenlights“ (2001): Cell phone + media augmented facade CAAD & Bbtel GmbH: Cell phone as universal control device (displays, functionalities, sensors)
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serious pervasive games 54 next steps: MassivelyMultiplayerAudioRealityGames = 1) many simultaneous players & quests in the style of MMORPGs, but in an audioReality 2) use core functionality of cell phones: telephony! 3) add side functionality of cell phones for interaction: universal remote control / „joystick“ via phone keys 4) possibly: location based data
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serious pervasive games 55 next steps: MassivelyMultiplayerAudioRealityGames OLD PROJECT BY BBTEL, HAMBURG
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serious pervasive games 56 next steps: MassivelyMultiplayerAudioRealityGames OLD PROJECT BY BBTEL, HAMBURG
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serious pervasive games 57 next steps: MassivelyMultiplayerAudioRealityGames MMARG server & multi user functionalities MMARG incl. avatar, quests, level ups etc.
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serious pervasive games 58 discussion
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serious pervasive games 59 steffen p walz, m.a. eth zurich faculty of architecture institute for building technology / caad game design research HIL E 15.1 CH 8093 zurich-hoenggerberg T +41 1 633 4025 F +41 1 633 1050 walz@arch.ethz.ch http://wiki.arch.ethz.ch/twiki/bin/view/Main/SteffenPWalz presentation download URL: http://wiki.arch.ethz.ch/twiki/pub/Main/SteffenPWalz/posco_walz_050830.pd f
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