21 research outputs found

    DigiWall - an audio mostly game

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    DigiWall is a hybrid between a climbing wall and a computer game. The climbing grips are equipped with touch sensors and lights. The interface has no computer screen. Instead sound and music are principle drivers of DigiWall interaction models. The gaming experience combines sound and music with physical movement and the sparse visuals of the climbing grips. The DigiWall soundscape carries both verbal and nonverbal information. Verbal information includes instructions on how to play a game, scores, level numbers etc. Non-verbal information is about speed, position, direction, events etc. Many different types of interaction models are possible: competitions, collaboration exercises and aesthetic experiences

    Sound for Fantasy and Freedom

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    Sound is an integral part of our everyday lives. Sound tells us about physical events in the environ- ment, and we use our voices to share ideas and emotions through sound. When navigating the world on a day-to-day basis, most of us use a balanced mix of stimuli from our eyes, ears and other senses to get along. We do this totally naturally and without effort. In the design of computer game experiences, traditionally, most attention has been given to vision rather than the balanced mix of stimuli from our eyes, ears and other senses most of us use to navigate the world on a day to day basis. The risk is that this emphasis neglects types of interaction with the game needed to create an immersive experience. This chapter summarizes the relationship between sound properties, GameFlow and immersive experience and discusses two projects in which Interactive Institute, Sonic Studio has balanced perceptual stimuli and game mechanics to inspire and create new game concepts that liberate users and their imagination

    Digiwall - an audio mostly game

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    Presented at the 12th International Conference on Auditory Display (ICAD), London, UK, June 20-23, 2006.DigiWall is a hybrid between a climbing wall and a computer game. The climbing grips are equipped with touch sensors and lights. The interface has no computer screen. Instead sound and music are principle drivers of DigiWall interaction models. The gaming experience combines sound and music with physical movement and the sparse visuals of the climbing grips. The DigiWall soundscape carries both verbal and nonverbal information. Verbal information includes instructions on how to play a game, scores, level numbers etc. Non-verbal information is about speed, position, direction, events etc. Many different types of interaction models are possible: competitions, collaboration exercises and aesthetic experiences

    AfterImage: Collecting and Replaying Geospatial Memory

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    AfterImage is an interactive wall consisted of light detecting units controlled by microprocessors. Each light-sensing unit determines user proximity through the intensity of the shadow being cast, turning these shadows into bright snapshots portrayed through built-in LED lights. AfterImage extends the concept of memory to a space and location by imitating two unique characteristics of human memory: a lingering afterimage effect for intense stimuli, and a flashback of events that happened in the past. To create a more organic representation of flashbacks, a native data structure was explored. Through the collection and reproduction of geospatial memory, AfterImage attempts to change a user\u27s perception of existence and connection between users across time. This paper discusses the development and production of AfterImage as a piece of public art

    Collocated interactive outdoor games for children:A systematic literature review

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    Outdoor play is an important component in the development of children and adolescents. Nevertheless, there is a growing trend towards replacing outdoor play with sedentary indoors activity, related to media consumption and computer games. Researchers in child computer interaction and related fields have been developing games that can be played outside, encouraging physical activity and social interaction. This article reviews this niche but substantial body of work, aiming to provide an overview of these games, the evidence provided regarding the benefits they claim to provide and related methodological issues. The paper takes a critical reflection on the role of technology in outdoor play and suggests areas for future research, including the learning and developmental benefits that these games can provide to children in the long term

    Collocated interactive outdoor games for children:A systematic literature review

    Get PDF
    Outdoor play is an important component in the development of children and adolescents. Nevertheless, there is a growing trend towards replacing outdoor play with sedentary indoors activity, related to media consumption and computer games. Researchers in child computer interaction and related fields have been developing games that can be played outside, encouraging physical activity and social interaction. This article reviews this niche but substantial body of work, aiming to provide an overview of these games, the evidence provided regarding the benefits they claim to provide and related methodological issues. The paper takes a critical reflection on the role of technology in outdoor play and suggests areas for future research, including the learning and developmental benefits that these games can provide to children in the long term

    Entertainment capture through heart rate activity in physical interactive playgrounds

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    An approach for capturing and modeling individual entertainment (“fun”) preferences is applied to users of the innovative Playware playground, an interactive physical playground inspired by computer games, in this study. The goal is to construct, using representative statistics computed from children’s physiological signals, an estimator of the degree to which games provided by the playground engage the players. For this purpose children’s heart rate (HR) signals, and their expressed preferences of how much “fun” particular game variants are, are obtained from experiments using games implemented on the Playware playground. A comprehensive statistical analysis shows that children’s reported entertainment preferences correlate well with specific features of the HR signal. Neuro-evolution techniques combined with feature set selection methods permit the construction of user models that predict reported entertainment preferences given HR features. These models are expressed as artificial neural networks and are demonstrated and evaluated on two Playware games and two control tasks requiring physical activity. The best network is able to correctly match expressed preferences in 64% of cases on previously unseen data (p−value 6 · 10−5). The generality of the methodology, its limitations, its usability as a real-time feedback mechanism for entertainment augmentation and as a validation tool are discussed.peer-reviewe

    Design opportunities for wearable devices in learning to climb

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    In this paper, we present a field study on the learning of climbing aimed at defining the design space of wearable devices to support beginners. Three main findings have emerged from our study. First, climbing has a strong emotional impact on beginners; therefore, learning to climb requires mastering new motor patterns as well as negative emotions, such as stress and fear. Second, the feeling of danger that climbers often experience can be mitigated by trust in the climbing partner and the perception of her active presence. Finally, a big problem in climbing is the communication difficulty between the climbing partners and between climber and instructor. We conclude the paper presenting four design considerations for the design of wearable devices meant to support the learning of climbing by providing the actors involved with augmented communication. Such augmented communication should address both the physical and the emotional difficulties of this sport
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