Augmented Traditional Games Project Brief Introduction
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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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