Pervasiveness as the Enchanting Tool of Mobility - PowerPoint PPT Presentation

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Pervasiveness as the Enchanting Tool of Mobility

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Pervasive games: the play on double meaning. To give a second meaning to places, ... (Conquest, Barcode Battler) Moving things/removing things/hiding things ... – PowerPoint PPT presentation

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Title: Pervasiveness as the Enchanting Tool of Mobility


1
Pervasiveness as the Enchanting Tool of Mobility
  • Annie Gentes, Aude Guyot, Camille Jutant, Michel
    Simatic
  • Michel.Simatic_at_it-sudparis.eu

2
Outline
  • Introduction Pervasiveness RFID
  • An experiment in pervasive game design
  • Discussion

3
Outline
  • Introduction Pervasiveness RFID
  • An experiment in pervasive game design
  • Discussion

4
Pervasive games the play on double meaning
  • To give a second meaning to places, people,
    objects
  • To give a second meaning to people status
  • To give a second meaning to moves, gestures
  • What does it mean in terms of game design,
    interface design, and context design?

5
Pervasive games RFID specific touch
6
Outline
  • Introduction Pervasiveness RFID
  • An experiment in pervasive game design
  • Discussion

7
The Museum of Arts and Crafts
  • Their mission
  • To teach about the history of science
  • To promote science as a whole
  • To create a community of people around a
    scientific heritage
  • Their patrimony
  • Thematic collections in separate halls of
    exhibition
  • Historical artifacts that visitors cannot
    manipulate

8
Game play of the Secrets of the Museum
9
PLUG specific design
10
Outline
  • Introduction Pervasiveness RFID
  • An experiment in pervasive game design
  • Discussion

11
Discussion towards pervasive game design
methodology
  • 1 - interacting with contents
  • 2 - interacting with people
  • 3 - converting physical movements into game
    movements
  • 4 - converting physical gestures into game actions

12
(1) Design options interacting with contents
To writing
interaction
From reading
To unfaithful and divergent
From faithful and related
contents
13
(2) Design options interacting with people
close
Co-presence
distant
autonomous
dependant
Interaction
14
(3) Design Options converting physical movements
into game movements
15
(4) Design Options converting physical gestures
into game actions
  • The player
  • is turned into a mouse that moves in space in
    PLUG traces of players passage to a display //
    hints
  • is turned into pliers that pick, move and drop
    in PLUG moving virtual playing cards around
  • captures and records contents or events (discreet
    or continuous) in PLUG archiving a collection in
    the phone
  • augments the contents / erases (removes the
    contents) on the display (not explored in PLUG)

16
Thank you for your attention
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