ABSTRACT
We reflect upon a novel set of pedagogical methods to innovate a mixed-reality Location-Based-Game (LBG). Undergraduate students in two 2nd and 3rd year IT subjects designed, specified and coded a Battleship LBG. This required them to consider physical and cognitive play experiences in figural and physical design spaces and address emergent properties of ubiquitous contexts. Our methods reconciled physical methods and enacted knowledge with traditional systematized design and development processes. We iteratively, integrated tangible and conceptual activities (e.g. bodystorming, prototyping of different fidelities, game concept abstraction, agile UP). We suggest these, differentially, supported students use of indexical resources and the assimilation of their embodied knowledge into design.
- Weiser, M (1991) The computer for the 21st century. Sci. Am., 265(3):94--104, SeptemberGoogle Scholar
- Schlieder, C., Kiefer, P., Matyas, S. (2005): Geogames: A Conceptual Framework & Tool for the Design of Location-Based Games from Classic Board Games. In: Maybury, M. et al. (eds.): Proc. 1st International Conf. on Intelligent Technologies for Interactive Entertainment Italy, LNAI 3814, Springer: Berlin Heidelberg, pp. 164--173 Google ScholarDigital Library
- Kiefer, P, Matyas S & Schlieder C (2005) Systematically Exploring the Design Space of Locationbased GamesGoogle Scholar
- Magerkurth, C., Cheok, AD, Mandryk, Rl & Nilsen T (2005) Pervasive Games: Bringing Computer Entertainment Back to the Real Workd. In: ACM Computers in Entertainment Vol. 3, No. 3 Google ScholarDigital Library
- Mogi, by NewtGames http://www.newtgames.com/Google Scholar
- Undercover by YDreams http://www.nokia.com/link?cid=EDITORIAL_3233Google Scholar
- Cheok, A. D., Fong, S. W., Goh, K. H., Yang, X., Liu, W., & Farbiz, F. (2003). Human Pacman: A mobile entertainment system with ubiquitous computing and tangible interaction over a wide outdoor area. 5th Int.Symp.Mobile HCI, 2003Google ScholarCross Ref
- http://pacmanhattan.com/about.phpGoogle Scholar
- Dreyfus HL (1990) Being-in-the-World: A Commentary on Heidegger's Being and TimeGoogle Scholar
- Gibson, J. J. (1979). The Ecological Approach to Visual Perception. Boston: Houghton Mifflin.Google Scholar
- Dourish, P (2001) Where the Action Is: The Foundations of Embodied Interaction MIT Press, Cambridge MA Google ScholarDigital Library
- Bidwell, NJ, Poyner, D, Irving, J, Putna L, & Wold A (2005) "Make it through with another point of view": Landmarks to Wayfind in Gameworlds. In: Proc. Australasian Conference on Interactive Entertainment 05 (IEO5), Google ScholarDigital Library
- Clark A (1997) Being There: Putting Brain, Body and World Together Again. MIT Press: Cambridge, Massachusetts Google ScholarDigital Library
- Benford, S, Flintham M, Drozd, A Rowland, D Tandavanitj N, Adams, M, Row-Farr, J Oldroyd, A Sutton J, R, (2005) "Uncle Roy All Around You: Implicating the City in a Location-Based Performance Proc. Of ACM Advanced Computer Entertainment (ACE 2004}, Singapore, ACM Press.Google Scholar
- Rashid, O., Mullins, I., Coulton, P., & Edwards, R. (2006): Extending cyberspace: location based games using cellular phones. In: Computers in Entertainment, 4, 1--4 Google ScholarDigital Library
- Brereton M & McGarry B (2000): An observation study of how objects support engineering design thinking and commuication: Implicationsf or the Design of Tangible Medai Proc. SIGCHI 00 New York: ACM Press 200 217--224 Google ScholarDigital Library
- Fullerton, T; Swain, C & Hoffman, S (2004) Game Design Workshop: Designing, Prototyping, & Playtesting Games CMP Books Google ScholarDigital Library
- Larman, C. (2005). Applying UML and Patterns 3rd Edition. Reading, Prentice HallGoogle Scholar
- Garfinkel, H. (1967) Studies in Ethnomethodology. Englewood Cliffs, New Jersey. Prentice HallGoogle Scholar
- Salen, K & Zimmermann, E (2004) Rules of Play. Game Design Fundamentals Massachusetts: MIT Press Google ScholarDigital Library
- Gamma, E., Helm, R., Johnson, R., & Vlissides, J. 1995. Design Patterns. Reading, MA.: Addidon-WesleyGoogle Scholar
- Elliot Avedon Museum & Archive of Games http://gamesmuseum.uwaterloo.ca/VirtualExhibits/Whitehall/Battleshtp/index.html Last retrieved 6/28/06Google Scholar
- http://europe.nokia.com/nokia/0.,70003.00.htmlGoogle Scholar
- http://www.dclausen.net/projects/microfloat/Google Scholar
- Oulasvirta A, Kurvinen E, Kankainen T (2003) Understanding contexts by being there: case studies in bodystorming Pers. Ubiquit. Comput. 7:125--134 Google ScholarDigital Library
- Beck, K. 2000. Extreme Programming Explained - Embrace Change. Reading, MA.: Addison-Wesley Google ScholarDigital Library
- Norman DA (1999) Affordance, conventions & design. Interactions 6:3 38--43 May/June Google ScholarDigital Library
- Schön, D. (1978). "Generative Metaphor: A Perspective on Problem Setting in Social Policy." In: A. Ortony (Ed.), Metaphor and ThoughtGoogle Scholar
- Ishii, H. & Ullmer, B. (1997). "Tangible bits: Towards seamless interfaces between people, bits and atoms." Proc. of CHI'97. ACM Press. 234--241 Google ScholarDigital Library
- Harris, E Fitzpatrick, G Rogers, Y, Price S, Phelps T & Randell C (2004) From Snark to Park: Lessons learnt moving pervasive experiences from indoors to outdoors Proc. Of Vth conference on Australiasian User Interface ACM Int. Conf Proc. Series 53:28 Google ScholarDigital Library
- Campbell, B. M. Brereton (2004) "Maintaining Human Agency in the Design of Context-Aware Systems: Design Games in a Dental Surgery" OzCHI Nov 2004.Google Scholar
- Schön, D. A. (1987) Educating the Reflective Practitioner. San Francisco: Jossey-BassGoogle Scholar
- Goel, V (1995) Sketches of Thought MIT Press Cambridge MAGoogle ScholarCross Ref
- Brandt, E. Messeter (2004) Facilitating collaboration through design games Proc. of IIXth conference on Participatory design: Artful integration: interweaving media, materials and practices - Volume 1 Google ScholarDigital Library
Index Terms
- Battleship by foot: learning by designing a mixed reality game
Recommendations
You Sank My Battleship!: A Case Study in Secure Programming
PLAS'14: Proceedings of the Ninth Workshop on Programming Languages and Analysis for SecurityWe report on a case study in secure programming, focusing on the design, implementation and auditing of programs for playing the board game Battleship. We begin by precisely defining the security of Battleship programs, borrowing ideas from theoretical ...
Foot motion sensing: augmented game interface based on foot interaction for smartphone
CHI EA '14: CHI '14 Extended Abstracts on Human Factors in Computing SystemsWe designed and developmented two games: real-time augmented football game and augmented foot piano game to demonstrate a innovative interface based on foot motion sensing approach for smart phone. In the proposed novel interface, the computer vision ...
Layered Battleship Game Changer Password System
The paper presents a secure and usable variant of the Game Changer Password System, first proposed by McLennan, Manning, and Tuft. Unlike the initial proposal based on inadequately secure Monopoly and Chess, we propose an improved version based on a ...
Comments