Augmented Traditional Games Project Brief Introduction

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Tetsuo Yamabe, Takahiro Iwata, Takahiro Shichinohe, and Tatsuo Nakajima, Prototyping Augmented Traditional Games: Concept, Design and Case Studies. In Proceedings of the Sixth International Conference on Grid and Pervasive Computing (GPC’11, full paper)

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Augmented Traditional Games ProjectTetsuo Yamabe

Distributed and Ubiquitous Computing Lab., Waseda University

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Concept

Augmented traditional game series aim at extending the functionality of gaming to enhance UX, without losing their original look-and-feel.

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Tangible, multimodal, social

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Augmented game play

Hiroshi Ishii, Craig Wisneski, Julian Orbanes, Ben Chun, and Joe Paradiso. 1999. PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play. In Proc. of CHI '99.

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Work flowGame environment

Gameitems

Humanplayers

Sensing

Game event recognition

Logging

Feedback

Preview

Game logic collation

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Use casesConcentration

Support players switching between in-game tasks and important secondary factors.

Challenge

Stimulate and support players in their own creation of game scenarios and pacing. Adapted from “Steve Hinske and Marc

Langheinrich. 2009. W41K: digitally augmenting traditional game environments. In Proc. of TEI '09”.

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Use casesPlayer Skills

Enable players’ skills to be developed in a flexible pace set by the players.

Control

Enable players to quickly get a picture of the current status in the game world. Adapted from “Steve Hinske and Marc

Langheinrich. 2009. W41K: digitally augmenting traditional game environments. In Proc. of TEI '09”.

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Use casesImmersion

Enable players to shift focus between virtual and physical parts without loss of immersion.

Social Interaction

Support and enable possibilities for game oriented, meaningful and purposeful social interaction within the gaming system.

Adapted from “Steve Hinske and Marc Langheinrich. 2009. W41K: digitally augmenting traditional game environments. In Proc. of TEI '09”.

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Use casesClear Goals

Support the players in forming and communicating their own intermediate goals.

Rules

Make game state accessible to players at all times and report rule violations immediately and in an adequate way.

Adapted from “Steve Hinske and Marc Langheinrich. 2009. W41K: digitally augmenting traditional game environments. In Proc. of TEI '09”.

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Use casesCompetition

Provide means to the players for a smooth engagement in a fair competition.

(Quantifiable) Outcome

Keep score of the game and allow players to always inquire the current score. Adapted from “Steve Hinske and Marc

Langheinrich. 2009. W41K: digitally augmenting traditional game environments. In Proc. of TEI '09”.

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Use casesDecisions

Allow players to make decisions anytime and give immediate feedback by suitable means.

Emotional Attachment

Provide the players with a compelling experience that seamlessly combines different media and multimodal interactions.

Adapted from “Steve Hinske and Marc Langheinrich. 2009. W41K: digitally augmenting traditional game environments. In Proc. of TEI '09”.

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Use cases

Fun

Practice

Research

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Case studies

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Making non-gaming activities playful

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Design issues

Seamless device integration to the game environment

Playfulness towards sustainable intrinsic motivation

Unobtrusive feedback with less cognitive load

Portable, handy, and robust setup for commercialization

Better understanding of the essentials of game mechanism

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Contact

Tetsuo Yamabe (PM)

Research associate, Waseda University

yamabe@dcl.info.waseda.ac.jp

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