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Mobile Gaming and Pocket Virtual Worlds

Mobile Gaming and Pocket Virtual Worlds. Jared Bendis-Creative Director Case Western Larry Hatch- Professor BGSU Terry Herman- Professor BGSU Undergraduate Researchers Jason Mellen Brian King Katie Hatch Colby Fordham. Game Topology Scales. Time:

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Mobile Gaming and Pocket Virtual Worlds

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  1. Mobile Gamingand Pocket Virtual Worlds Jared Bendis-Creative Director Case Western Larry Hatch- Professor BGSU Terry Herman- Professor BGSU Undergraduate Researchers Jason Mellen Brian King Katie Hatch Colby Fordham

  2. Game Topology Scales Time: < Past ----------------Present-------------------Future > Rate: < Slow ---------------- Real Time ------- Accelerated > User Dimension: < Single user ---------Multi-player -------- Massive Multiplayer > Media Rate: < Static ---------------------------- Full Motion > Sensory Immersion: < Single sense -------------------------- Five (six?) Sense > Spatial scale: < Single location --------------- Modified space --------------- Real space > Adaptive Scale: < Static ----------------------- Progressive -------------- Smart system > Participation: < Consumer ------------------------- Creator > Role Competitive --------------- Cooperative Problem solving: < Simple problem/solution ----------------------------- Ill-defined problem >

  3. Motion-based Games: A category of games that use motion-sensing devices as part of the interface, feedback, or navigational control system. Hatch, Bendis, Mellen 2006 PVGaming system is unique framework of technologies that integrating location awareness, directional awareness, motion detection, and connectivity in a unique mobile multi-sensory environment. From Audio Landscapes to Collaborative AEH Games Sensory Immersion: < Single sense -------------------------- Five (six?) Sense > Spatial scale: < Single location --------------- Modified space --------------- Real space > Adaptive Scale: < Static ----------------------- Progressive -------------- Smart system >

  4. A framework for motion-based games MBG Integrated Concepts Navigation Mode- Map Network instead of a grid Panorama- single view of entire space smooth motion graphics Grid Concept- Maze Demo Linear to Conceptual Space Mapping - Clue-B King Object Modeling- 360 degrees “Virtual Jared” AEH-game

  5. Motion Based Gaming Modes Panorama- visual, text, inspection Navigation- maps, maze Object Mode- Capture Mode-target and trigger Defense Mode- slide mode (inertia sensor) Combat Mode- 3rd person Concepts Keys - Inventory Inquiry- Questions, Response Multiplayer- Hybrid- Motion detection

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