7,174 research outputs found

    Automatic behavior analysis in tag games: from traditional spaces to interactive playgrounds

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    Tag is a popular children’s playground game. It revolves around taggers that chase and then tag runners, upon which their roles switch. There are many variations of the game that aim to keep children engaged by presenting them with challenges and different types of gameplay. We argue that the introduction of sensing and floor projection technology in the playground can aid in providing both variation and challenge. To this end, we need to understand players’ behavior in the playground and steer the interactions using projections accordingly. In this paper, we first analyze the behavior of taggers and runners in a traditional tag setting. We focus on behavioral cues that differ between the two roles. Based on these, we present a probabilistic role recognition model. We then move to an interactive setting and evaluate the model on tag sessions in an interactive tag playground. Our model achieves 77.96 % accuracy, which demonstrates the feasibility of our approach. We identify several avenues for improvement. Eventually, these should lead to a more thorough understanding of what happens in the playground, not only regarding player roles but also when the play breaks down, for example when players are bored or cheat

    In Search of Play

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    This thesis addresses the existence, inclusion, and access to play spaces in the built environment. It proposes that play is fundamental to the wellbeing of people of all ages, not only children, and analyzes how play spaces are or are not inclusive to people of all ages, then further addresses this in regard to gender, race, and socioeconomic class. This project presents the perspectives of social theorists such as Johan Huizinga, Guy Debord/ SI International, and Henri Lefebvre to analyze the role of space and social production of play. Additionally, it looks at historical case studies like New Babylon, Modellen & Aldo van Eyck’s playgrounds as examples of synergy between play & public/institutional desig

    Automated and unobtrusive measurement of physical activity in an interactive playground

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    © 2019 Promoting physical activity is one of the main goals of interactive playgrounds. To validate whether this goal is met, we need to measure the amount of physical player activity. Traditional methods of measuring activity, such as observations or annotations of game sessions, require time and personnel. Others, such as heart rate monitors and accelerometers, need to be worn by the player. In this paper, we investigate whether physical activity can be measured unobtrusively by tracking players using depth cameras and applying computer vision algorithms. In a user study with 32 players, we measure the players’ speed while playing a game of tag, and demonstrate that our measures correlate well with exertion measured using heart rate sensors. This makes the method an attractive alternative to either manual coding or the use of worn devices. We also compare our approach to other exertion measurement methods. Finally, we demonstrate and discuss its potential for automated, unobtrusive measurements and real-time game adaptation

    Are computers going to solve urban problems? On ICTs and social inclusion

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    In this paper, it is argued that large cities can benefit from higher levels of ICT (information and communication technology) adoption among the population. An analytical framework is developed, that enables the analysis, assessment and comparison of urban ICT adoption stimulation policies. In the empirical part, the frame is applied to four types of ICT adoption policies that are pursued in different European cities: The Hague, Eindhoven, Helsinki, and Manchester. It is concluded that adoption policies can be justified for a number of reasons, and may contribute to urban development in several respects. However, in many cases, policies lack effectiveness, because crucial factors that determine ICT adoption are not taken into account. Also, in too many cases, public policies interfere with market initiatives. On the basis of the case studies, the conclusion is drawn that the most effective policies are not only problem driven but also opportunity-based and integrative. That includes infrastructure provision, content development and resource building among low-adoptive groups.

    AGENT: Awareness Game Environment for Natural Training

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    We propose AGENT, the Awareness Game Environment for Natural Training, as a virtual environment in which serious games can be enacted. AGENT combines research on interactive storytelling, game design, turn-taking and social signal processing with a multi-modal UI in a modular fashion. Current work in progress will deliver a rst demonstrable prototype within 2013

    To be or not to be, the importance of Digital Identity in the networked society

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    The emergence of the web has had a deep impact at different levels of our society, changing the way people connect, interact, share information, learn and work. In the current knowledge economy, participatory media seems to play an important part in everyday interactions. The term “digital identity” is becoming part of both our lexicon and our lives. This paper explores some of the aspect s regarding approaches and practices of educators, using web technologies to foster their digital identity within their networks and, at the same time, developing a social presence to complement their professional and academic profiles. In fact, we think it is imperative to discuss the relationship between our social presence and our professional life, as online the two are often intertwined. We present the issues the web poses through dichotomies: open or closed, genuine or fake, single or multiple. We also comment on different approaches to these dichotomies through examples extracted from recent projects, drawing from user’s experiences in building their digital identities. This paper looks at the importance of digital identity in the current networked society, by reviewing the contemporaneous scenario of the participatory web, raising a set of questions about the advantages and implication of consciously developing one’s digital identity, thus opening the discussion regarding openness, uniqueness and integrity in connection with one’s digital identity. This paper is also a reflection of thinking and practice in progress, drawing from examples and real-life situations observed in a diversity of projects. The issue could be reduced, perhaps, to whether one consciously becomes a part of the digital world or not, and how that participation is managed. It is up to us to manage it wisely, and guide knowledge workers in their journey to create theirs

    Augmenting traditional playground games to enhance game experience

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    Technology can provide engaging game experiences. However, it can also decrease the exhibition of essential play behavior such as social interaction and physical activity. In this paper, we discuss how the Interactive Tag Playground (ITP) can enhance the traditional tag game experience by making it more enjoyable and immersive without sacrificing social and physically active behavior. Additionally, we also show it can double as a research tool to analyze player behavior using data obtained in-game. These conclusions are derived from a user study and behavior analysis of participants playing traditional and interactive tag game sessions. The findings lead us to believe that the ITP can provide an engaging tag experience while facilitating the analysis of player behavior and promoting key aspects of play
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