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Honours Project: Pervasive gaming as a means of reminding the user of daily events. By Patrick Armstrong

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Page 1: Honours Project: Pervasive gaming as a means of reminding the user of daily events. By Patrick Armstrong

Honours Project: Pervasive gaming as a means of reminding the user of daily events.

By Patrick Armstrong

Page 2: Honours Project: Pervasive gaming as a means of reminding the user of daily events. By Patrick Armstrong

Research Question:

•To examine the effectiveness of pervasive gaming as an aid to every day memory and the organisation of tasks.

Page 3: Honours Project: Pervasive gaming as a means of reminding the user of daily events. By Patrick Armstrong

Background: Methodology:

• Pervasive games show increased participation rates.[1]

• Pervasive games shown to provide an increase in information retention.[2]

• Why not use these game benefits in day to day tasks.

• Prototyping is a tried and tested methodology for HCI.[3]

• Prototype pitfalls:▫ “WOW” factor.▫ Small sample size.▫ Technical gremlins.

• With care prototyping is the best option for small scope, fast development.

Page 4: Honours Project: Pervasive gaming as a means of reminding the user of daily events. By Patrick Armstrong

Feature List:•Use the phones GPS to match stored and physical location

•Allow users to store their own location and a future time stamp.

•Use of the devices video camera to provide an augmented reality display of resources.

•A virtual pet to use resources and provide game feedback to the player.

•Exportable game data for desktop environment support.

Page 5: Honours Project: Pervasive gaming as a means of reminding the user of daily events. By Patrick Armstrong

Prepare user evaluation documents (surveys, interviews, activity descriptions).

Preliminary report structure and drafting.

Continued literature review

Timeline:April May June July August September OctoberT

ools, literature review, GPS comparison, ethics approval and testing framework.

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Perform testing, collate results.

Prepare report and expo display.

NOVEMBER

DEADLINE

Page 6: Honours Project: Pervasive gaming as a means of reminding the user of daily events. By Patrick Armstrong

Future Directions:

•Networked game.

•Centralised server.

•Player communication.

•Prestige resources.

•Avatar comparisons.

•Map Integration.

Crackdown 2: Operation Sunburst

Page 7: Honours Project: Pervasive gaming as a means of reminding the user of daily events. By Patrick Armstrong

Thank You. Questions?

•References:▫ [1] K. Facer, R. Joiner, J. Reid, D. Stanton, R. Hull, & D. Kirks (2004); Savannah: Mobile gaming

and learning; In Journal of Computer Assisted Learning 20, pp399-409.▫ [2] J. Huizenga, W. Admiraal, S. Akkerman & G. Ten Dam (2009); Mobile game-based learning

in secondary education: engagement, motivation and learning in a mobile city game; In Journal of Computer Assisted Learning 25, pp332-344.

▫ [3] Markus Montola (2010); A ludological view on the pervasive mixed-reality game research paradigm; In Personal and Ubiquitous Computing 15, pp03-12.

▫ Suya You, Ulrich Neumann (2010); Mobile Augmented Reality for Enhancing E-Learning and E-Business.

▫ D. Pinelle, et. all (2008); Heuristic Evaluation for Games: Usability Principles for Video Game Design.

▫ Keri Schreiner (2007); Where we at? Mobile Phones Bring GPS to the Masses.▫ Kalle Jegers (2007); Pervasive Game Flow: Understanding Player Enjoyment in Pervasive

Gaming.▫ Pippin Bar, eta all (2007); Video game values: Human-computer Interaction and games.▫ James Paul Gee (2003); What Video Games Have to Teach Us About Learning and Literacy.▫ Chao Huang, et all (2007); Directions for peer to peer based mobile pervasive augmented

reality gaming.▫ Adriana G Wilde, et all (2010); An Overview of Human-Computer Interaction Patterns in

Pervasive Systems.▫ Woo Yeol Kim, et all (2007) ( User Behaviour Analysis Framework (UBAF): Mapping HCI with

SE.