María Amparo Navarro - Serious Games for Dynamic Content and Advanced Entertainment Services
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María Amparo Navarro - Serious Games for Dynamic Content and Advanced Entertainment Services Presentation Transcript

  • 1. Serious Games for Dynamic Content and Advanced Entertainment Services María Amparo Navarro Salvador 1st December 2011
  • 2. Summary2  Introduction  Motivation  Objectives  Materials and methods  Results  Conclusions
  • 4. Motivation4  Information and Communications Technologies (ICT) have been keeping a constant evolution for the last years  ICT are increasing their presence in all human activities (working and private life)  The Internet is part of many people in many places of the world:  The Internet is a macro showcase for the knowledge of the world  The Internet is everywhere  The Internet is driven by Social Networks and new ways of uploading content  The Internet is still a linear scenario focused on showing contents and dissociated from the physical world
  • 5. Motivation5  For children today ICT are part of their daily lives  ICT are a privileged way to transmit messages to children  ICT can be used to teach and entertain at the same time  Videogames can play a positive and important role if they are used properly  Interconnection of games can improve social contact and participation in common activities
  • 6. Objectives6  Design, development and validation of an entertainment platform and advanced contents  practical realization of new products and services of the Future Internet  Development of innovative research lines such as the integration of the user in the chain of provision of services  Contribution to the research and development of innovative technology based on the Future Internet
  • 7. Objectives7  The Future Internet:  The Internet of Things:  Physical world as an extension of virtual world  Ambient Intelligence (AmI) system that acts depending on the user’s necessities, identity and context
  • 8. Objectives8  The Future Internet:  The Internet of Knowledge:  Automatically associate content  Tools for generating and using content
  • 9. Objectives9  The Future Internet:  The Internet of People:  Entertainment and education at the same time  Promotion of the integration of everybody in the use and enjoyment of applications  Customization of roles respecting users’ privacy
  • 11. Materials and Methods11  Serious games: learning while playing  Cooperative games among 20-25 players  Interaction form of the games using new technologies:  New game controllers  Environmental sensors  Social Network  Socio-cultural animation combined experience  Unified Modelling Language (UML) for the designing of the games  XNA Framework 4 has been used for the games programming
  • 12. 12 RESULTS
  • 13. Results13  Digital interactive entertainment platform for children  Complete role-playing adventure of interconnected games  10 groups of 25 children (9-10 years old) from the Polytechnic University of Valencia’s Summer School will participate
  • 14. Results: Adventure14  Adventure summary:  Region with several villages (groups)  Irresponsible use of resources  endangered habitat  Oracle solution  different journey undertaken by each group to recover the pieces of a magical object  Group consisting of approx. 25 children with different professions and skills (roles)  The journey consists of several stages where children must pass several tests
  • 15. Results: Architecture15  Modular and scalable platform  Architecture based on Process Choreography:  Services and devices are able to exchange information in a distributed way  Choreographed processes are independent and can communicate with each other  It’s easier to connect and disconnect services in a dynamic way  It’s capable of using different types of sensors and configurations
  • 16. Results: Architecture16
  • 17. Results: Architecture17  This model requires:  Common exchange language that allows services to be understood  Semantic layer in the choreographer to improve communication among sensors, actuators and services  Ontology Services and Machine Reasoning:  Description of data from sensors  Make a more accurate obtained interpretation  Allow the system to automatically detect available sensors and services in every moment
  • 18. Results: Architecture18
  • 19. Results: Architecture19  Orchestrator service  Supports the use of Workflows to describe processes graphically  Workflows are a formal specification of the automation of processes
  • 20. Results: Architecture20
  • 21. Results: Architecture21  Private Social Network:  To view and modify their profile of characters, groups and other groups (forward, milestones achieved...)  To see the groups’ position on the map  To contribute to various forums related to each site  To upload and view photos of all groups at all stages
  • 22. Results: Games22  Each stage of the adventure is a different game  Games are multiplayer, collaborative and interconnected to the whole adventure  Games are reusable  use them for several years by modifying the environment, activities, questions…  Four games have been developed and tested by UPV Summer School children
  • 23. Results: Games23  ‘Finding the golden idol’  Objectives:  To roam the map looking for the stones that unlock a chest  Kids get the stones passing tests and answering questions  Children are the counters using an overhead camera
  • 24. Results: Games24  ‘Finding the golden idol’  Evaluation:  Good response from dice and overhead camera  Children are fully integrated in the technology  It stimulates the cognition through the challenge of answering the questions  It encourages both memory and attention  Promotes motor and eye-hand-foot coordination, laterality and spatial knowledge  Team working: collaboration among members and desire for improvement
  • 25. Results: Games25  “The crazy boat race”  Objectives:  To row as a team through a river overcoming obstacles  To get bonus coins  To promote teamwork and cooperation  A rowboat with 6 oars  1 Wiimote/oar  3 children/oar  1 captain
  • 26. Results: Games26  “The crazy boat race”  Evaluation:  Good response from oars  Collaboration and cooperation among kids  Coordination and balance  It is essential that children are guided  Physical activity  Kids are immersed on the game
  • 27. Results: Games27  “The endless forest”  Objectives:  To successfully solve 7 labyrinths in a touch screen  To press the avatar with the finger to move it around the screen  To avoid the collision against a wall
  • 28. Results: Games28  “The endless forest”  Evaluation:  Good response from touchscreen  Interaction and coordination of mutual interests  Children guide their mates  Respect for the rules, awaiting their turn  The game helps:  Attention process  Eye-hand coordination  Capacity of concentration  Development of the fine motor skills
  • 29. Results: Games29  “Paint and colour”  Description:  Whiteboard where kids can select a range of colours and draw  Use of infrared pencils  Spontaneous drawing, or guided by monitors  Two children can draw up at the same time
  • 30. Results: Games30  “Paint and colour”  Evaluation:  IR pencils draw within a range of 10 cm from the whiteboard surface  The game promotes creativity  It encourages the development of the imagination  An incentive must be proposed
  • 31. 31 CONCLUSIONS
  • 32. Conclusions32  The project aims to:  Make new technology accessible to children  Provide personal and social benefits arising from the use of ICT  Contribute to the development of physical and cognitive skills  Promote social relationships, cooperative learning, creativity, communication, reasoning...  Integrate ICT in the individual’s environment  Immerse the users in a world where they will interact in a natural way
  • 33. Thanks for your attention
  • 34. Serious Games for Dynamic Content and Advanced Entertainment Services María Amparo Navarro Salvador