Skills Week / Joseph Cavalla / Ambient & Pervasive Systems


Published on

Joseph Cavalla, from Portsmouth University, spoke about current research directions for games.

Published in: Business, Technology
  • Be the first to comment

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

Skills Week / Joseph Cavalla / Ambient & Pervasive Systems

  1. 1. The University aim is to be the first choice provider of skills development, enterprise, innovation, knowledge and support for private, public and voluntary sector organisations of all sizes in our region and more widely in appropriate sectors of the economy University of Portsmouth Strategic Plan 2004-2008 Purple Door is a gateway between the University, its students and the regional business community. This one-stop shop provides an easy to access, single point of contact for all University services. University Core Strategic Aims
  2. 2. Ambient & Pervasive Systems and their potential impact on Games Design <ul><li>Contents </li></ul><ul><li>University Strategic Focus </li></ul><ul><li>A Brief History Lesson </li></ul><ul><li>What Are The Implications? </li></ul><ul><li>What The Future Holds… </li></ul><ul><li>Current Activity </li></ul><ul><li>Where Now? </li></ul><ul><li>Q&A </li></ul>
  3. 3. University Strategic Focus <ul><li>Alignment with UK & Regional strategic objectives </li></ul><ul><ul><li>Establishment of the TSB - £1B investment over the next three years </li></ul></ul><ul><ul><li>Support for the Creative & Cultural Industries – establishment of the Creative Industries KTN </li></ul></ul><ul><li>Close working relationship with SEEDA, SEMN, TIGA, AHRC and Economic Partnerships </li></ul><ul><ul><li>Scoping Study Underway </li></ul></ul><ul><li>Faculty for the Creative & Cultural Industries </li></ul><ul><li>Creative Technologies </li></ul><ul><ul><li>Games – under & post grad courses, plus research </li></ul></ul>
  4. 4. A Brief History Lesson ‘… we are entering an age of playfulness where persistent, pervasive ambient games create moods and modify behaviour…’ Growth of Computer Technology
  5. 5. Growth of Computer Technology <ul><li>One computer – Many users </li></ul><ul><ul><li>Charles Babbage designs a computer 1821 </li></ul></ul><ul><ul><li>EDSAC 1 (Electronic Delay Storage Automatic Calculator) 1949 the world’s “first complete and fully operational regular electronic digital stored program computer” (Jones, 2001) </li></ul></ul>
  6. 6. Growth of Computer Technology <ul><li>One computer – One user </li></ul><ul><ul><li>1981 IBM introduced the ‘personal computer’ </li></ul></ul>
  7. 7. Growth of Computer Technology <ul><li>Many computers – One user </li></ul><ul><ul><li>The current state of play </li></ul></ul>
  8. 8. Growth of Computer Technology <ul><li>Many Intelligent Computers – One user </li></ul>Tom Cruise in Minority Report <ul><li>Ambient intelligent environments (the future) </li></ul>
  9. 9. What Are The Implications? What is Ambient Intelligence? <ul><li>In computing, ambient intelligence refers to electronic environments that are sensitive and responsive to the presence of people </li></ul><ul><li>Ambient intelligence is a vision on the future of consumer electronics, telecommunications and computing that was originally developed in the late 1990s for the time frame 2010–2020 </li></ul><ul><li>In an ambient intelligence world, devices work in concert to support people in carrying out their everyday life activities, tasks and rituals in easy, natural way using information and intelligence that is hidden in the network connecting these devices </li></ul>
  10. 10. Convergence of Technology Ambient intelligence <ul><li>There are a number of different technologies that are enabling the development of ambient intelligence: </li></ul><ul><ul><li>Interconnectivity </li></ul></ul><ul><ul><li>Artificial intelligence </li></ul></ul><ul><ul><li>The proliferation of computers </li></ul></ul><ul><ul><li>RFID, GIS etc… </li></ul></ul><ul><li>These technologies support ambient intelligence, which has: </li></ul><ul><ul><li>Ubiquity – it’s everywhere </li></ul></ul><ul><ul><li>Transparency – you’re not aware of it </li></ul></ul><ul><ul><li>Intelligence – it is self governing </li></ul></ul>
  11. 11. What Industry says… Industry Predictions <ul><li>By 2010, when Intel expects that every chip it produces will have an antenna, there will be around 1,000 microprocessors per person </li></ul><ul><li>Harbor Research predicts that by 2010 worldwide revenues from network-related devices and associated services will be $800bn, around half of which will come from valued-added apps and services. </li></ul><ul><li>Department for Trade and Industry </li></ul>
  12. 12. Summary Definitions Ambient intelligence <ul><li>The ambient intelligence paradigm builds upon ubiquitous computing and human-centric computer interaction design and is characterized by systems and technologies that are: </li></ul><ul><li>embedded : many networked devices are integrated into the environment </li></ul><ul><li>context-aware : these devices can recognize you and your situational context </li></ul><ul><li>personalized : they can be tailored to your needs </li></ul><ul><li>adaptive : they can change in response to you </li></ul><ul><li>anticipatory : they can anticipate your desires without conscious mediation. </li></ul>
  13. 13. It’s Coming… Philips “ Our vision for 2020 is that we will live in a world of interconnected, smart, distributed, responsive devices and services.”
  14. 14. What Are The Implications? The Future… <ul><li>Technology is still developing at an alarming rate – with little understanding of the implications of the full range of potential uses - and abuses imposed upon society </li></ul><ul><ul><ul><li>but that’s the subject of another presentation… </li></ul></ul></ul><ul><li>However ambient intelligence environments offer a promising technology for creating pervasive computer games… </li></ul><ul><li>But what form will these games take? </li></ul>
  15. 15. What The Future Holds
  16. 16. Where we’re at – where we’re going… Games Development <ul><li>As Technology continues to become more embedded novel uses will continue to emerge </li></ul><ul><li>Games are a mainstream entertainment medium – yet they are still in their infancy </li></ul><ul><li>Virtual Environments and role playing within these spaces are a part of many peoples everyday lives </li></ul><ul><li>Games for training and skills development are now being accepted by large corporations as well as educators </li></ul>
  17. 17. Current Activity Pervasive Games <ul><li>Pervasive games are games which extend gaming experiences into the real world </li></ul><ul><ul><li>They include locative games in which players move into the real world while playing and their position and actions in the real world affect, and are affected by events in a virtual world </li></ul></ul><ul><li>(Waern, 2006) </li></ul>
  18. 18. Current Activity Pervasive Games <ul><li>Blast Theory </li></ul><ul><ul><li> </li></ul></ul><ul><ul><li>The group’s work explores interactivity and the relationship between real and virtual space with a particular focus on the social and political aspects of technology </li></ul></ul>
  19. 19. Current Activity Pervasive Games <ul><li>Location based games, especially using mobile technologies </li></ul><ul><ul><li>Example: Uncle Roy All Around You </li></ul></ul><ul><ul><li>Street Players use handheld computers to search for Uncle Roy, using the map and incoming messages to move through the city.  Online Players cruise through a virtual map of the same area, searching for Street Players to help them find a secret destination. </li></ul></ul><ul><li> </li></ul>
  20. 20. Current Activity Pervasive Games <ul><li>A game in which events occurring online in a game world affect and are affected by game events in the real world </li></ul><ul><ul><li>Example: Perplexcity </li></ul></ul>&quot; obsession-inspiring genre that blends real-life treasure hunting, interactive storytelling, video games and online community...” (Borland, 2005)
  21. 21. Current Activity Ambient Games <ul><li>Progress Quest - a game that requires minimal player intervention </li></ul>( (Fredricksen, 2004))
  22. 22. Current Activity Ambient Games <ul><li>All a player needs to do to play Progress Quest is set the game running </li></ul><ul><li>The game displays the player’s character’s role playing statistics and lists the completed quests and so on </li></ul><ul><li>The player need not intervene again as Progress Quest continues to play, all gameplay decisions are made automatically </li></ul>
  23. 23. Current Activity Research <ul><li>Current UoP research is looking into applications for the future including: </li></ul><ul><ul><li>‘ Culture Shock’ </li></ul></ul><ul><ul><li>Human Emotion as a gameplay interface </li></ul></ul><ul><ul><li>Single Camera Depth Perception </li></ul></ul><ul><ul><li>Narrative Structure within Gameplay </li></ul></ul><ul><ul><li>Ambient Quest – ‘Imagine a game similar to Progress Quest in which, when the player starts the game, their actions in the real world affect progress in the game world’ </li></ul></ul>
  24. 24. Current Activity Research Ambient Quest – single player ambient game simulation <ul><li>Distance walked by players determines progress in the virtual game world </li></ul><ul><li>Players may engage more or less with the game by </li></ul><ul><ul><li>Altering, or not altering, distance walked </li></ul></ul><ul><ul><li>Choosing moves for their avatars or letting the game move them automatically </li></ul></ul><ul><li>The game is ‘always on’ </li></ul>
  25. 26. Where now? <ul><li>Imagine a job which involves fairly repetitive actions which are not in themselves especially rewarding. </li></ul><ul><ul><li>Could an ambient game be designed that ran alongside this work and brought an element of playfulness to the job? </li></ul></ul><ul><li>Co-operative gaming </li></ul><ul><ul><li>Ambient Garden Game </li></ul></ul><ul><ul><ul><li>Imagine an ambient game in which players are together trying to nurture the plants in a virtual garden through their actions in the real world </li></ul></ul></ul><ul><li>Interpersonal relationships </li></ul><ul><ul><li>Ambient Relationships Game </li></ul></ul><ul><ul><ul><li>Imagine a Sims like game where the players’ real world actions affect relationships of avatars in a Second Life like virtual world </li></ul></ul></ul>
  26. 27. Questions? Joseph Cavalla Sector Manager for Technology & Innovation Research & Knowledge Transfer Services Purple Door James Watson Hall University of Portsmouth White Swan Road Portsmouth PO1 2BF [email_address] 02392 842973 07921 093042