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Serious Games for Dynamic
  Content and Advanced
  Entertainment Services



   María Amparo Navarro Salvador




         1st December 2011
Summary
2




         Introduction
           Motivation

           Objectives

         Materials and methods
         Results
         Conclusions
3   INTRODUCTION
Motivation
4


       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
Motivation
5



       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
Objectives
6



       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
Objectives
7


       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
Objectives
8


       The Future Internet:
         The   Internet of Knowledge:
           Automatically   associate
            content
           Tools for generating and
            using content
Objectives
9


       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
10   MATERIALS AND METHODS
Materials and Methods
11


        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   RESULTS
Results
13


        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
Results: Adventure
14



        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
Results: Architecture
15


        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
Results: Architecture
16
Results: Architecture
17


        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
Results: Architecture
18
Results: Architecture
19



        Orchestrator service
          Supports the use of Workflows to describe processes
           graphically
          Workflows are a formal specification of the automation
           of processes
Results: Architecture
20
Results: Architecture
21



        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
Results: Games
22



        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
Results: Games
23


        ‘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
Results: Games
24


        ‘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
Results: Games
25


        “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
Results: Games
26


        “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
Results: Games
27


        “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
Results: Games
28


        “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
Results: Games
29


        “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
Results: Games
30


        “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   CONCLUSIONS
Conclusions
32


        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
Thanks for your attention
Serious Games for Dynamic Content and
    Advanced Entertainment Services



    http://www.proyectoenjoyit.es/




                  María Amparo Navarro Salvador
                           manasal@itaca.upv.es

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

  • 1. Serious Games for Dynamic Content and Advanced Entertainment Services María Amparo Navarro Salvador 1st December 2011
  • 2. Summary 2  Introduction  Motivation  Objectives  Materials and methods  Results  Conclusions
  • 3. 3 INTRODUCTION
  • 4. Motivation 4  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. Motivation 5  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. Objectives 6  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. Objectives 7  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. Objectives 8  The Future Internet:  The Internet of Knowledge:  Automatically associate content  Tools for generating and using content
  • 9. Objectives 9  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
  • 10. 10 MATERIALS AND METHODS
  • 11. Materials and Methods 11  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. Results 13  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: Adventure 14  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: Architecture 15  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
  • 17. Results: Architecture 17  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
  • 19. Results: Architecture 19  Orchestrator service  Supports the use of Workflows to describe processes graphically  Workflows are a formal specification of the automation of processes
  • 21. Results: Architecture 21  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: Games 22  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: Games 23  ‘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: Games 24  ‘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: Games 25  “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: Games 26  “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: Games 27  “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: Games 28  “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: Games 29  “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: Games 30  “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. Conclusions 32  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 http://www.proyectoenjoyit.es/ María Amparo Navarro Salvador manasal@itaca.upv.es