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Pervasiveness as the Enchanting Tool of Mobility

Explore the intersection of pervasiveness and RFID in pervasive game design. Discover how the Museum of Arts and Crafts utilizes RFID technology to create an immersive gaming experience. Learn about the design methodologies for interacting with content, people, physical movements, and gestures.

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Pervasiveness as the Enchanting Tool of Mobility

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  1. Pervasiveness as the Enchanting Tool of Mobility Annie Gentes, Aude Guyot, Camille Jutant, Michel Simatic Michel.Simatic@it-sudparis.eu

  2. Outline • Introduction: Pervasiveness + RFID • An experiment in pervasive game design • Discussion

  3. Outline Introduction: Pervasiveness + RFID An experiment in pervasive game design Discussion

  4. Pervasive games: the play on double meaning To give a second meaning to places, people, objects To give a second meaning to people status To give a second meaning to moves, gestures What does it mean in terms of game design, interface design, and context design?

  5. Pervasive games: RFID specific touch

  6. Outline Introduction: Pervasiveness + RFID An experiment in pervasive game design Discussion

  7. The Museum of Arts and Crafts • Their mission: • To teach about the history of science • To promote science as a whole • To create a community of people around a scientific heritage • Their patrimony: • Thematic collections in separate halls of exhibition • Historical artifacts that visitors cannot manipulate

  8. Game play of the Secrets of the Museum

  9. PLUG specific design

  10. Outline Introduction: Pervasiveness + RFID An experiment in pervasive game design Discussion

  11. Discussion: towards pervasive game design methodology • 1 - interacting with contents • 2 - interacting with people • 3 - converting physical movements into game movements • 4 - converting physical gestures into game actions

  12. (1) Design options: interacting with contents To writing interaction From reading To unfaithful and divergent From faithful and related contents

  13. (2) Design options: interacting with people close Co-presence distant autonomous dependant Interaction

  14. (3) Design Options: converting physical movements into game movements

  15. (4)Design Options: converting physical gestures into game actions • The player • is turned into a mouse that moves in space: in PLUG traces of players’ passage to a display // hints • is turned into “pliers” that pick, move and drop: in PLUG moving virtual playing cards around • captures and records contents or events (discreet or continuous) in PLUG: archiving a collection in the phone • augments the contents / erases (removes the contents) on the display (not explored in PLUG)

  16. Thank you for your attention

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