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Overview and reason ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Problem Statement:  People
Problem Statement:  People ,[object Object],[object Object],[object Object]
Problem Statement:  Activities ,[object Object],[object Object],[object Object]
Problem Statement:  Activities ,[object Object],[object Object],[object Object]
Problem Statement:  Context & Technology
Problem Statement:  Context & Technology ,[object Object],[object Object],[object Object]
h Pet Touch-screen “ Profile” USB connection Heart Rate Indicator Time “ Training” “ Feed” “ Battle” Pulse Measurement System
Chat box Friends Points Wishlist
Happy ,[object Object],[object Object],[object Object]
Healthy ,[object Object],[object Object],[object Object]
Heart ,[object Object],[object Object],[object Object]
Limitations ,[object Object],[object Object],[object Object],[object Object]

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Nm2216 w22 presentation final edited

Editor's Notes

  1. People - Him with friends and teacher Prob1: Teacher’s inability to cope with too many students Prob2: exercise is teacher’s responsibility and not students responsibility, Children not interested in the games Sol1: Get parents involved – encourage parents to buy device for kids who are unwilling to exercise – give them motivation Sol2: Make it individual responsibility, personal, Make the game Fun  Research = Success of Tamagotchi & Neopets – Integrate Virtual pet gaming to our device
  2. People - Him with friends and teacher Prob1: Teacher’s inability to cope with too many students Prob2: exercise is teacher’s responsibility and not students responsibility, Children not interested in the games Sol1: Get parents involved – encourage parents to buy device for kids who are unwilling to exercise – give them motivation Sol2: Make it individual responsibility, personal, Make the game Fun  Research = Success of Tamagotchi & Neopets – Integrate Virtual pet gaming to our device
  3. - Exercising with friends Prob1: Him exercise with friends ONLY during PE, being forced and not willing Prob2: require equipments & find place to exercise Solution1: - make exercise enjoyable & fun (incorporate games) Solution2: portable so that can carry out exercise anytime  Research = Something that people carry all the time that is attached to their body – Observation -- watch
  4. - Exercising with friends Prob1: Him exercise with friends ONLY during PE, being forced and not willing Prob2: require equipments & find place to exercise Solution1: - make exercise enjoyable & fun (incorporate games) Solution2: portable so that can carry out exercise anytime  Research = Something that people carry all the time that is attached to their body – Observation -- watch
  5. - Playing with PSP while friends behind engaging in other physical activity Prob1: Current games only engage users emotionally & intellectually but with little physical interaction, with user and with other users  In groups – exercise more, score better (children likes to play together rather than alone) Sol1: Encourage physical & face to face interaction with other users  RESEARCH = Linkage – wii - bluetooth
  6. - Playing with PSP while friends behind engaging in other physical activity Prob1: Current games only engage users emotionally & intellectually but with little physical interaction, with user and with other users  In groups – exercise more, score better (children likes to play together rather than alone) Sol1: Encourage physical & face to face interaction with other users  RESEARCH = Linkage – wii - bluetooth
  7. Device has emerged from the research on 3 successful initiative; Tamagotchi, Neopets and Solus Watch. This is a portable device, which can be worn on our wrists, just like watches. It is a touch-screen device which help to reduce the bulk of the device and it also functions as a watch, displaying date and time.  Research = Screen are too small – limit the virtual world – use touch screen – make 2 screens become one when fighting  allow greater interaction Finger touch heart rate measurement. Calorie Consumption 4 week exercise memory USB connection allows device to be connected to the online portal. When users exercise, they will be awarded points based on the intensity and length of exercise . These points can be use to purchase virtual items and would constitute to the level of the pet. The pet’s level will affect its power and strength in battles. Through the device, we have access to Profile, Training, Battle, Feed. Profile: Allows us to view the details of our pet such as Name, Level of pet and total calories burnt Training: Here, we get to view our calories burnt, heart rate and duration of exercise. Battle: Through this, users can engage in a battle with their friends who has the same device. Devices will be connected through Bluetooth Feed: Users can feed their pets on-the-go with the food that they have previously purchase with the online portal (which we will further explain later)
  8. Here, we have the online portal. This is the interface that users will be confronted with when they connect their devices to their computer through USB. Through this online portal, Users can chat with their friends in different chat rooms. Users can purchase virtual items using the points that they have earned. Food: to feed their pet, making them happy. Clothes and Accessories: to customise their pet and make them unique Weaponry: To equip them better for battles Battle field allows users to engage in battles with their friend.
  9. Why hPet? It stands for Happy, Healthy and Heart. Based on our research, face-to-face interaction and a shared virtual environment enhances gaming experience. hPet world allows a wider range of network for communication to take place, Increasing social interaction.
  10. Users take charge of their exercise routine, making it a personal responsibility. The devise is personal and portable.
  11. As mentioned, the devise detects heart rate, which is a good indicator of the intensity of the physical activities. This is because even mild exercises contribute to a healthy lifestyle and we want children to understand the ease in adopting such a lifestyle.
  12. Conclusion - The devise aims to help children cultivate a healthy lifestyle at the early stage of life by encouraging physical activities, and to adopt this lifestyle through adulthood.