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Building Upon Everyday Play

From haiyan, 1 year ago

Building Upon Everyday Play represents a new opportunity for game more

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chi07 interactivity controlfreaks haiyan zhang bjoern hartmann idii stanford hci

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Slide 1: Title Slide

Slide 2: Collaboration Control Freaks is a Master’s Exemplar is a doctorate design thesis from Interaction project from Stanford Design Institute Ivrea. University’s HCI Group.

Slide 3: Control Freaks Framing Transforming everyday contexts into opportunities for play Enabling new social experiences through technology

Slide 4: Playing with the real world

Slide 5: Playing with the real world A device that attaches onto the bus strap and transforms it into a game play device

Slide 6: The same device could attach to any object and turn it into a game play object

Slide 7: A microwave to play Pong?

Slide 8: A girl to play Pacman?

Slide 9: Concept Control Freaks are devices that attach to existing everyday things and turns them into interactive game play objects.

Slide 10: Concept The Control Freaks device maps physical movement to game actions.

Slide 11: The host object The Control Freak device

Slide 12: Game Models Open system that maps movement to game actions Determining games from given actions Seeking out specific host objects to play Seeking out specific physical affordances to play

Slide 13: Device Models as a peripheral.... as a toy character....

Slide 14: Clamp attaches Detects motion Wireless Control Freak Clamps

Slide 15: Control Freaks Clamp Value Propositions Generic peripheral can be mapped to any game Potential to be adopted by mainstream gamers and developers as peripheral controller Use of multiple clamps can contribute to more complex interactions

Slide 16: Characterization and Narrative Physical qualities of the character can suggest its use Imbuing the device with character and story can be a driver for attachment and play

Slide 17: Affordance Studies suck hug bite cling wrap

Slide 18: Control Freak Friends

Slide 19: Control Freak Friends Attach

Slide 20: Getting to this point

Slide 21: Representation DOES matter

Slide 22: Exemplar This is where Exemplar comes in What is Exemplar? What does Exemplar do? - Thresholding, Pattern Matching, Smoothing What interface does Exemplar provide for the designer System architecture (Java <-> Flash)

Slide 26: 3 Games at the Interactivity Demo 3 Games at the demo

Slide 27: Title Slide