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Towards a Socially Adaptive
    Digital Playground




                     Robby van Delden
                     University of Twente
                     HMI
Outline
•   Example of “Digital Playgrounds”
•   A quick intro to synchrony of body movement
•   One of our interactive playgrounds
•   Results of observational study
•   Design methodology
•   Future Plans
Digital Playgrounds
              Based on Sturm et al. (2008)



1) floors                     2) walls




3) props                       4) installations
Floor: STUMP
Wyeth, Adkins and Summerville (2011)




                                       Crop from Figure 8
Wall: SUTU
  Yalp & KiTT
Props: Feetup
 Rosales et al. (2011)




                         Crop from Figure 2
Installation: interactive slide
     Soler-Adillon and N. Parés (2009)
social interaction
& synchrony measurement
Synchrony measure




         Figure is part of Fig 1, p337
         Ramseyer&Tschacher(2008)
Synchrony measure
                                      Figure is part of Fig 1, p337
                                      Ramseyer&Tschacher(2008)




      window size

|||||||||||||||||          Pearson correlation

       |||||||||||||||||
lag
Design Methodology
         Tetteroo et al (2009)




                   GOALS
             e.g. physical, social
          _____________________

              DIMENSIONS OF PLAY
         e.g. time limit, item possesion
   _________________________________
                 INTERACTIONS
   e.g. switch a colour surrounding a person
       when users are close to each other
Design Methodology
    Roozendaal et al. (2009)


                                     Transformation (goals)
                                 e.g. Increase social interaction
                                   measured by conversations
                               ______________________________

                                 Experience (psychological needs)
                                     e.g. need for discovery
                                         or competition
                               ______________________________

                                   Interaction (motor-sensory)
                                         e.g. Jump to see
                                         a piece of puzzle
                               ______________________________

                                              System
                                e.g. dancing on a musical staircase



                                                    Crop from Table 1
Design Methodology
[L] Tetteroo et al (2009), [R] Roozendaal et al. (2009)


                       HIGHER END GOALS
                 e.g. increase social interaction
                __________________________

                           RATIONALE
                   e.g. gives opportunity for
                    competitive behaviour
                __________________________

                         INTERACTION
                 user action – system response
                  e.g. when users come close
                    change item possession
                __________________________

                       IMPLEMENTATION
                 e.g. change colour of shape
                surrounding the players when
                      they are within 2m
Interactive Playground
      Tetteroo et al (2009)
Interactive Playground
      Tetteroo et al (2009)
Observations
                          Moreno et al. (2012, in press)




Agreement: κ= .27 to .37
“Item agreement”: κ= .67 - .92
Future plans: play analyses
Future plans: digital playgrounds
                     “destructive” elements
design methodology                            adaptive play mechanics
                                                             Synchrony (measurement)




                                       A socially adaptive playground
Two questions
1) How does one select a suitable metaphor for
   a design/installation for children in a
   structured, efficient and effective way?
2) Should we make use of existing fantasy
   contexts (from trends and hypes) like the
   Smurfs and Disney movies?

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Towards a socially adaptive digital playground dr consortium

  • 1. Towards a Socially Adaptive Digital Playground Robby van Delden University of Twente HMI
  • 2. Outline • Example of “Digital Playgrounds” • A quick intro to synchrony of body movement • One of our interactive playgrounds • Results of observational study • Design methodology • Future Plans
  • 3. Digital Playgrounds Based on Sturm et al. (2008) 1) floors 2) walls 3) props 4) installations
  • 4. Floor: STUMP Wyeth, Adkins and Summerville (2011) Crop from Figure 8
  • 5. Wall: SUTU Yalp & KiTT
  • 6. Props: Feetup Rosales et al. (2011) Crop from Figure 2
  • 7. Installation: interactive slide Soler-Adillon and N. Parés (2009)
  • 9. Synchrony measure Figure is part of Fig 1, p337 Ramseyer&Tschacher(2008)
  • 10. Synchrony measure Figure is part of Fig 1, p337 Ramseyer&Tschacher(2008) window size ||||||||||||||||| Pearson correlation ||||||||||||||||| lag
  • 11. Design Methodology Tetteroo et al (2009) GOALS e.g. physical, social _____________________ DIMENSIONS OF PLAY e.g. time limit, item possesion _________________________________ INTERACTIONS e.g. switch a colour surrounding a person when users are close to each other
  • 12. Design Methodology Roozendaal et al. (2009) Transformation (goals) e.g. Increase social interaction measured by conversations ______________________________ Experience (psychological needs) e.g. need for discovery or competition ______________________________ Interaction (motor-sensory) e.g. Jump to see a piece of puzzle ______________________________ System e.g. dancing on a musical staircase Crop from Table 1
  • 13. Design Methodology [L] Tetteroo et al (2009), [R] Roozendaal et al. (2009) HIGHER END GOALS e.g. increase social interaction __________________________ RATIONALE e.g. gives opportunity for competitive behaviour __________________________ INTERACTION user action – system response e.g. when users come close change item possession __________________________ IMPLEMENTATION e.g. change colour of shape surrounding the players when they are within 2m
  • 14. Interactive Playground Tetteroo et al (2009)
  • 15. Interactive Playground Tetteroo et al (2009)
  • 16. Observations Moreno et al. (2012, in press) Agreement: κ= .27 to .37 “Item agreement”: κ= .67 - .92
  • 17. Future plans: play analyses
  • 18. Future plans: digital playgrounds “destructive” elements design methodology adaptive play mechanics Synchrony (measurement) A socially adaptive playground
  • 19. Two questions 1) How does one select a suitable metaphor for a design/installation for children in a structured, efficient and effective way? 2) Should we make use of existing fantasy contexts (from trends and hypes) like the Smurfs and Disney movies?

Editor's Notes

  1. an interactive installation constitutes an entire interactive playground environment on its own, opposed to earlier examples introducing an interactive element into an existing environment or game.
  2. Tetterroo uses broader terminology for dimensions of play including competition and colalboration, i like to put it closer to interactions in order to directly inspire interactions. Experiences related to psychological needs autonomy, competence and social relatedness,
  3. Metaphors can help in creating a interesting whole and inspire some of the
  4. Beamer, infrared camera tracking, possesion is important in the play
  5. Shapes, circlesurround a person, tail on which the shapescanbeattached.
  6. So we canbased on vision make a differencebetween the socialsignalsthat are beingseen.
  7. Instructtoplay games in order to get the right clues. Have to analyse the data:Tryto track peopleandusesynchronymeasuresandseeifthissayssomethingaboutplayingtogether etc.
  8. Mentiondestructive factors seen in master thesis etc. Althoughdesctructingvaluable equipment mightbecumbersome, destructing virtual stuff does notneedtobe a problem. We do notintendtopromoteviolence btw so we needsubtleways of implementingthis.