Design-in-play: improving the variability of indoor pervasive games
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Citations
What we do – and don’t – know about the Smart Home: An analysis of the Smart Home literature:
Pervasive gaming: Status, trends and design principles
Digital biomarkers from geolocation data in bipolar disorder and schizophrenia: a systematic review
A Systematic Review on Software Engineering in Pervasive Games Development
A geographical location prediction method based on continuous time series Markov model.
References
The Computer for the 21st Century
The anatomy of a context-aware application
The computer for the 21st century
The smart floor: a mechanism for natural user identification and tracking
The anatomy of a context-aware application
Related Papers (5)
Frequently Asked Questions (17)
Q2. What have the authors stated for future works in "Design-in-play: improving the variability of indoor pervasive games" ?
In view of the fact that user content sharing has been a trend in the social networking era, the authors plan to create a general platform that enhances user cooperation and content sharing in the development of indoor pervasive games. Mechanisms will also be provided that allow users to create simple games and share their experiences with their peers.
Q3. What are the stages of game authoring?
In the game authoring stage, a group of end users, called game authors, are allowed to reconfigure the settings of the game according to their imagination and preferences, such as deciding which objects are to be hidden, where to hide, and define their actions in response to human interaction events; &
Q4. What is the common way to display information in the virtual world?
Based on the location data from the U3D location system and with the support of the rotating base, the projector displays information in the form of animations or images on the wall that the player is currently facing.
Q5. What are the key elements of a typical pervasive game?
Broadly speaking, a typical pervasive game consists of five key elements: the playing field, physical props (roles acted by physical objects, like a magic wand), roles acted by players, game rules, and multimedia contents.
Q6. Why does an ultrasonic tag not update data when it is not exposed to its readers?
In addition, because of the “limited coverage” problem [9, 11], an ultrasonicbased tag does not update data when it is not exposed to its readers (e.g., placed in a drawer or under a table), which can be indirectly used to detect the hidden/found status of an object.
Q7. How long does the system take to respond to player activities?
For software, there is somelatency (caused by positioning and context reasoning) on system response time to player activities (at a mean of 1.5 s).
Q8. What is the SS-ONT home domain ontology?
The SS-ONT home domain ontology defines a set of concepts and relationships that exist in a typical smart home environment, such as humans, smart objects, and the relationship between humans and objects.
Q9. What causes the U3D tag to fail?
Another source of failure is caused by the ultrasonic-signal interference between the U3D location system and the ultrasonic speaker, which sometimes results in error readings to the U3D location system.
Q10. What are the advantages of using local smart objects as game props?
Leveraging local smart objects as game props provides the following merits: (1) The normal, plentiful nature of smart objects allows users to dynamically add new prop-based roles into the game and select interested objects to play the new roles (e.g., choosing a smart pen to play the ‘magic wand’ role); (2) it enhances the variability of the game by letting different objects to play the same role (replacing the smart pen by a smart phone to play the ‘magic wand’ role).
Q11. What is the purpose of the project?
The EU-IP iPerg project [12] explores a text-messaging method that allows players to remotely control the activities of their “avatars” (e.g., changing locations/destinations, communicating with other players) on a physical game board in the “Day of the Figurines” game.
Q12. How will the authoring kit be made?
Based on the feedback from the subjects, the authors intend to make the authoring kit more userfriendly by introducing more graphical elements.
Q13. What is the purpose of the game?
it extends the game field from particular-designed game board to the whole end users’ living environments (i.e., smart houses).
Q14. What is the effect of Tom's interaction with the Prot device?
By authorizing Tom to remotely control the rotating angle of the Prot device, he can move the avatar around the playing field (see Fig. 3(2)) and asks Lily to pick up an object by gesture and voice based communications (see Fig. 3(3)).
Q15. What can be done to change the layout of the objects in the house?
They can change the layout of the objects in the house, such as moving a shelf from one place to another, moving a box to a shelf, etc. In Fig. 2(2), a shelf which was placed in the corner is moved to the middle of the playing field.
Q16. How many subjects agreed that the authoring kit could help them produce different gaming experiences?
The effectiveness of the “design-in-play” principle, i.e., the variability of the game was also evaluated, where about 80% subjects (see Fig. 8(e)) agreed that the authoring kit could help them produce different gaming experiences.
Q17. What are the reasons why the players did not author the game?
Here are some of their answers on why they did not author the game according to the guide of the toolkit: “there are too many texts displayed on this page, which makes it easy to omit one or two sentences”, “there should be more graphics”.