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Combining Web, Mobile Phones and Public Displays in Large-Scale: Manhattan Story Mashup

Combining Web, Mobile Phones and Public Displays in Large-Scale: Manhattan Story Mashup. Ville H. Tuulos , J¨urgen Scheible , and Heli Nyholm. Arjun Bir Singh. OUTLINE. Introduction Prior Work Game Design (Gameplay) Game Design (Rationale) Implementation Experience Conclusion

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Combining Web, Mobile Phones and Public Displays in Large-Scale: Manhattan Story Mashup

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  1. Combining Web, Mobile Phones and Public Displays in Large-Scale: Manhattan Story Mashup Ville H. Tuulos, J¨urgenScheible, and HeliNyholm ArjunBir Singh

  2. OUTLINE • Introduction • Prior Work • Game Design (Gameplay) • Game Design (Rationale) • Implementation • Experience • Conclusion • Comments • References

  3. Introduction – Manhattan Story Mashup • Come Out & Play Festival • SensorPlanet Project • Mobile phone-centric sensing • Interactive Storytelling • Mash up stories – web players • Shoot a photo – street players • Keyword-photo pair validation – street players • Story Display – moderator • Understanding pervasive applications

  4. Prior Work • Pirates • PhotoPhoneEnviornment • Story – teller • you’re so full • Can You See Me Now • Uncle Roy All Around You

  5. Game Design (Gameplay) Gameplay

  6. Game Design (Rationale) • Satisfying, enjoyable and a creative experience • Surprise, playability, social actability, transparency • Speak the users’ language • Where am I?, What’s here?, Where can I go? • Will users know what to do?, Will users see how to do it?, Will users understand from feedback whether the action was correct or not? • Why should I join this community?, What are the rules?, Can I do what I want to do easily?, Can I express myself as I wish?

  7. Game Design Rationale (Contd..) Initial mobile client UI screen mock-ups

  8. Implementation • Storytelling Tool • Creation of a story through sentences • Dubious or nonsensical sentence detection and removal • Tokenization of sentences Storytelling tool in the web

  9. Implementation (Contd..) • Mobile Client • Implemented in Python • Consists of 3 modes • Keyword selection mode • Shooting mode • Guessing mode • Player statistics and photo gallery Keyword selection & shooting mode Player statistics & gallery views

  10. Implementation (Contd..) • Large Public Display • Moderator filtering • Motivational aspect

  11. Experience • 184 players, 3142 photos and 4529 guesses • Fair gameplay • Moderate difficulty • Motivation • Engaging • Correlation between scoring and actions

  12. Experience (Contd..)

  13. Experience (Contd..) • Photos • Creativity • Acting out publicly • Blur or shake the photo • Web • Time-scale difference between the web and the physical world • Difference in the web and mobile user base • Questionnaire • User experience evaluation

  14. Experience (Contd..) Usability ratings by mobile players Ratings regarding the mobile and the web as a joint system

  15. Conclusion • MSM success • Lazy shooting • Ambiguity • Teamplay • Speed • Integrated Game-Flow • MSM Concerns • Time and Web • Scalability • Duration • Adaptability

  16. Comments • Iterative design techniques yield a good result • Seamless collaboration between virtual and physical space • Pervasive computing for recreational purposes • Certain incentives should be used to encourage more web players

  17. References • www.storymashup.org • www.uncleroyallaroundyou.co.uk • www.canyouseemenow.co.uk • PhotoPhone Entertainment by Johan Thoresson • Pirates: Proximity-Triggered Interaction in a Multi-Player Game by Jennica Falk, Peter Ljungstrand, StaffanBjörk, Rebecca Hansson

  18. Thank You

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