2,386 research outputs found

    Paper Gaming: Creating IoT Paper Interactions with Conductive Inks and Web-connectivity through EKKO

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    Paper is ubiquitous. It forms a substantial part of our everyday activities and interactions; ranging from our take-away coffee cups -- to wallpaper -- to rail tickets -- to board and card games. Imagine if you could connect paper to the Internet, interact and update it with additional data but without recourse to reprinting or using e-ink alternatives. This paper explores work examining conductive inks and web-connectivity of printed objects, which form part of an emergent sub-field within the Internet of Things (IoT) and paper. Our research is starting to explore a range of media uses, such as interactive newspapers, books, beer mats and now gaming environments through prototype IoT device named EKKO; a clip that allows conductive ink frameworks to detect human touch interaction revealing rich media content through a mobile application as the 'second screen'

    Interactive Digital Storytelling: Towards a Hybrid Conceptual Approach

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    1 Introduction In this contribution, Interactive Digital Storytelling is viewed as a hybrid form of game design and cinematic storytelling for the understanding and making of future learning and entertainment applications. The paper shall present formal design models that provide a conceptual bridge between both traditional linear narrative techniques as well as agent-based emergent conversations with virtual characters. In summary, a theoretical classification of thinking models for authors and interactive experiences for users will be presented. The conceptual work is based upon practical experiments within several research projects on edutainment, which employ conversations with virtual characters to convey information and to entertain. By building several prototypes, two different approaches where explored to combine plot-based interactive storytelling with character-based emergent conversations. Visual impressions of the examples are shown in Fig. 1 and will be explained in more detail in the full paper. In both examples, several virtual animated characters converse digitally with each other and with a user who mainly types text with the keyboard, optionally complemented by choice functionality and special hardware interfaces. The resulting conversations differ in their direction of approaching a middle ground between predefined narrative presentations and emergent conversations with a user, by combining emerging chatterbot dialogues with a story structure. The user experiences a semi-autonomous behaviour of interacting agents. This paper is not about the difference between stories and games. The motivation is on the potential of both to offer structures for learning and entertainment. Instead of trying to draw a distinct line between them, conceptual models for authors have to be defined, who are responsible to flesh out a suitable design within a variability of forms. Design elements include aspects of drama and filmmaking, dialogue design, as well as game design and game tuning. The actual challenge for the design of learning applications with conversational agents is the necessity that authors have to take on responsibility concerning the intended outcome and effect. In fact, they have to balance the bias between a pre-structured storyline (and possibly a timeline) which they may have strictly defined, and the agency that users shall experience through the design of the author. However, there is no one-dimensional borderline between both. In the following, the paper presents a model with several levels which shall help to form a more differentiated picture. 2 Conceptual Models for Storytelling and Agency In Fig. 2, a traditional modus operandi is sketched at four abstract levels. The distinction between levels may vary from project to project. The four levels were found to be suitable for the addition of interaction at each of the levels to form a classification of genres. On the top level of highest story abstraction, the overall dramatic outline is sketched. For example, there may be a hero’s journey in 3 acts, or a Propp model. Further, authors break down the story into scenes which are handled at the next level. Each scene will be defined by a scene script. Within a scene, dialogues and interactions between actors are defined, and lead to stage directions. If producing for an animated film, these directions are strictly mapped onto virtual actors by a skilled animator, who defines the way the virtual actors move and behave. When storytelling gets interactive, the user can influence the storytelling. In fact, in games as well as in constructivist scenarios for learning, users need to experience agency within a story. However, there are different levels at which to affect the outcome. In Fig. 3, the first author model (compare Fig. 2) has been extrapolated according to the need of introducing agency at each level. Opposed to the author, a participant is modelled who now may contribute to each level. The first implication for the author is that it’s not enough to just model a database of descriptions, but to add rules and models, which control an autonomous behaviour at each level in reaction to the participants. Then, it is possible to think of gradations of granted agency versus authored determination. Within Fig. 3 this is indicated by the sliders between control and autonomy at each level. The levels rather represent conceptual stages for authoring than elements of software architecture, though there are parallels to architectures of a number of existing systems of game and story engines. Semi-autonomy occurs on the edge between predefined factual information and rules for each level. The more rules on one level, the more agency can be experienced by potentially affecting the respective level. For example: It is imaginable that participants only experience agency on the lowest level, as a feeling of presence in a scenario. In this case, everything is predefined, but avatars would still react with nonverbal cues to the visitor and recognize her, comparable to a virtual cursor that shows a live status. At the conversation level, participants can for example have agency in an entertaining and informative chatbot dialogue with the characters. They may even not be able to affect anything in the story logic, but participate at dialogue level with speech acts. Agency at scene level would mean to have real choices about the outcome of a scene, for example, the story of the game would have to change according to user’s actions. On the top level, players would influence the whole story of the application, if the "agency slider" would be at a 100% to the right. For example, a simulation such as "The Sims" (Electronic Arts) can be put into the classification here. For factual knowledge transfer in a didactic lesson situation, the highest level could stay predefined, while the lower levels allow for conversational interaction, however constrained. If authors only provide a rule base with little pre-scripted structuring, they achieve a conceptual model more like an exploration or gaming experience depending completely on the action of the player. While arranging the bias at each level to various slider positions, several abstract genres of Interactive Digital Storytelling can be rebuilt in the model, which helps to specify exactly what kind of user experience an application shall provide. It is a conceptual model that can be used to classify story-related games, and it particularly supports authors coming from linear media, stepping into interactive storytelling. 3 Further Work In the full paper, I will also tackle related work while comparing with other theoretical models between games and stories, including references of the taxonomies of C. Lindley, M. Leblanc, J. Klabbers, B. Laurel, C. Pearce, and traditional classifications such as of R. Caillois. I will give more examples how existing products of Interactive Storytelling fit into the classification, and raise the question if new genres have to be defined particularly for Interactive Digital Storytelling. Literature Caillois, Roger: Man, Play and Games. (orig.: Les Jeux Et Les Hommes 1958) University of Illinois Press, Reprint (2001) Hunicke, Robin; LeBlanc, Marc; Zubek, Robert: MDA: A Formal Approach to Game Design and Game Research. In: Workshop Proceedings: Challenges in Game AI. 19th National Conference on Artificial Intelligence AAAI (2004) Klabbers, Jan H.G.: The gaming landscape: A taxonomy for classifying games and simulations. In Copier & Raessens (Eds.) Level up: Digital Games Research Conference. Utrecht University (2003) Lindley, Craig: Narrative, Game Play and Alternative Time Structures for Virtual Environments. In: Proc. TIDSE 2004, Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, Springer LNCS vol. 3105, 2004 Pearce, Celia: Emergent authorship: The next interactive revolution. In: Computers & Graphics 26, p. 21-29 (2002) Spierling, U.: Conceptual Models for Interactive Digital Storytelling in Knowledge Media Applications. In: Proc. TIDSE 2004, Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, Springer LNCS vol. 3105, 200

    Learning computing heritage through gaming – whilst teaching digital development through history

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    This paper analyses the potential of computer games and interactive projects within the learning programmes for cultural heritage institutions through our experiences working in partnership between higher education and a museum. Gamification is cited as a key disruptive technology for the business and enterprise community, and developments in games technology are also driving the expansion of digital media into all different screen spaces, and various platforms. Our research aims to take these as beneficial indicators for pedagogic development, using gaming to support knowledge transfer related to a museum setting, and using the museum as a key scenario for our students to support the practice of game development. Thus gamification is applied as both a topic and a methodology for educational purposes

    Playful mapping in the digital age:The Playful Mapping Collective

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    From Mah-Jong, to the introduction of Prussian war-games, through to the emergence of location-based play: maps and play share a long and diverse history. This monograph shows how mapping and playing unfold in the digital age, when the relations between these apparently separate tropes are increasingly woven together. Fluid networks of interaction have encouraged a proliferation of hybrid forms of mapping and playing and a rich plethora of contemporary case-studies, ranging from fieldwork, golf, activism and automotive navigation, to pervasive and desktop-based games evidences this trend. Examining these cases shows how mapping and playing can form productive synergies, but also encourages new ways of being, knowing and shaping our everyday lives. The chapters in this book explore how play can be more than just an object or practice, and instead focus on its potential as a method for understanding maps and spatiality. They show how playing and mapping can be liberating, dangerous, subversive and performative

    Situating approaches to interactive museum guides

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    This paper examines the current state of museum guide technologies and applications in order to develop an analytical foundation for future research on an adaptive museum guide for families. The analysis focuses on three critical areas of interest in considering group and social interaction in museums: tangibility the role of tangible user interfaces; interaction visit types and visit flows; and adaptivity user modeling approaches. It concludes with a discussion of four interrelated trajectories for interactive museum guide research including embodied interaction, gameplay, transparent and opaque interaction and the role of personal digital assistants

    Ludics for a Ludic Society. The Art and Politics of Play

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    This dissertation provides an analysis of, and critical commentary on, the practice of playfulness as persistent phenomenon in the arts, technology and theory. Its aim is to introduce political reflections on agency through the study of playful technological artefacts, which were largely ignored in the recent discussions on game and play. Following the critical analysis of historic discourses and actual studies of play under differing auspices, and in order to understand play as inherently political agency, this thesis’ research question addresses the immersive effects of playful agency in symbolic exchange systems and in the material consciousness of the player. This thesis conducts an analysis of material cultures, in order to categorise play as technique of an inherent critique of technological culture. It traces the development of contemporary technological objects and their materiality in relation to the application of the concept of affordance in design theory. The author consequently proposes a new category of ‘play affordances’ in order to describe these new requirements of play found in consumer technologies. The structure of the analysis in the distinct chapters is informed by a stringent historic, theoretical and arts analysis and an alternating arts practice. The convergence of these elements leads to insights on further uses, options and perspectives of the research problems discussed, in particular in relation to the requirements of playful interaction in contemporary technologies, which increasingly radicalises the importance of play. The thesis’ hypothesis states that playful practices in arts and technologies provide models for political agency, like the strategic use of Con-Dividualities (Jahrmann 2000). This term describes the concept of shared identities in society or social media consumer technologies, as discussed in historic case studies and the author’s own arts practice, related to the modification of technologies as methodology of arts research. In this way the arts practice and theory of playfulness informs the emergence of a new methodology of research, intervention and participation in society through the arts of play, which is coined as Ludics, as an original outcome of this thesis

    More playful user interfaces:interfaces that invite social and physical interaction

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    A GAMIFICATION FRAMEWORK FOR CUSTOMER ENGAGEMENT AND SUSTAINABLE WATER USAGE PROMOTION

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    The recent advent of smart meters to increase the effectiveness of urban Water Demand Management Strategies (WDM) has allowed water utilities to gather quasi real-time consumption data to monitor the network status and load and useful to develop models of consumers' behavior. At the same time, the consumption information can warn users about their habits in a fine-grained way. In principle, the feedback alone could stimulate increased awareness on water usage, but the motivations and individual attitudes of consumers are mostly hidden. Moreover, the same sustainable behavior should be incentivized also for households in which smart metering solutions are not present, but for which data gathering becomes a challenge. Modifying users' behavior by means of software is a tough task, due to the difficulty in designing an effective application able to maintain the behavioral changes in the long term. Gamification, the use of game design techniques and game mechanics to enhance traditional applications and drive behaviors of its users, has been proven successful in tackling with the problem. In this work, we propose a gamified application to enhance users' participation and data gathering in a real WDM scenario, by describing the designing principles and the architecture of the envisioned solution. An integrated approach exploiting both board and digital games to incentivize users to submit meaningful data for water utilities and change their long-term behavior is also detailed. The work is part of the SmartH2O project, which aims at creating an ICT platform to raise customers' awareness about their consumption and pursue water savings in the residential sector
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