SlideShare a Scribd company logo
1 of 76
Download to read offline
EEE Project Workshop,
                           Univ. Pompeu Fabra,
                      Barcelona, September 12, 2012




  On Designing
 Location-based
Games for Learning
   Nikolaos Avouris
  University of Patras, Greece
                                                      1
The UPatras HCI Group
   • Activity: Emphasis on
     Interactive Software
     Design and Evaluation
   • Size: 15+ researchers
     and support group
   • Infrastructure: Tools
     for interactive
     applications design,
     development and
     evaluation (Usability
     Laboratory )
                             2
Location-based games
• Multiplayer games in which the play is affected
  by the players’ location. They involve
  embedding location specific and contextual
  information in physical spaces, so to create an
  interlinked physical and digital space . This is
  achieved through the use of mobile devices,
  wireless and sensing technologies.
• Alternative terms used are hybrid reality games
  (emphasis in the interlinking of physical and digital
  realities), augmented reality games, or pervasive
  games (emphasis on the extension of game in
  temporal, spatial and social dimensions).               3
Location-based games & learning
 De Souza & Delacruz (2006) claim that location-
   based games facilitate learning :
 • Social learning
    – Multiuser activities content is created through
      communication and collaboration
 • Experiential learning
    – The game provides opportunities for action and
      reflection on action
 • Situated learning
    – Activity in relevant physical location

term used= augmented reality games                      4
Location-based games & learning
Schrier (2006) proposed an evaluation
  framework for location-based games based
  on so called 21st century learning skills:




                                                    5
                              http://www.p21.org/
Location based games architecture
user profiles,
 user profiles,
historical data
 historical data
                                  Game Engine
                                  Game Engine                       Virtual
                                                                     Virtual
Run-time support
 Run-time support                                                information
                                                                  information
                                                                    space
                                                                     space

                                                 3

                                                                        (1) Interaction between
               Object jj
               Object                                Object ii
                                                     Object             players
                                                                        (2) Interaction with objects
                                                                        in physical space
                                                                        (3) Interaction with game
                                    1                                   engine
                                                        2
                           Physical Space
                                                                                                6
                                            From [Avouris&Yiannoutsou 2012]
Interactivity modalities for location-
            based games


•   QR codes/ NFC scanning
•   Image recognition
•   Gestures
•   Location-based instructions encoding



                                           7
Scanning interaction modalities
QR codes (quick response codes)



                    (From Derby Museum, Connection to
                    QRPedia)



                  NFCtags (Near Field
                   Communication)
                    Source: NFC at Museum of London, Nokia
                    (Youtube)                                8
Gesture interaction modalities
                                    Source: RExplorer
                                    (Youtube)
Scan an image
(GoogleGoggles)




                                Gesture-based
Source: Google Goggles at the
                                   interaction
Getty Museum (Youtube)                                  9
Location-based instructions encoding
           for progressing narration
                             • Ruyi from
                               whaiwhai
                               (youtube, TGR)




                                                10
http://www.whaiwhai.com/en
Location-based games spaces
               Narrative space
               or game space
the game-
 virtual-        Virtual
 physical        (digital)
                 space
 spaces
 are linked
              Physical space
 through
 technology
                                 11
Location-based games: examples
• The most cited (first generation) location
  based games: Savannah [Benford, 04], [Benford, 05a],
  [Benford 05b], FeedingYoshi [Bell, 06], Mobilegame
  [Schwabe 05], [Göth, 04], UncleRoy [Benford, 06], Camelot
  [Verhaegh, 06], [Soute, 07], [Soute, 10], CitiTag [Vogiazou, 07],
  [Vogiazou, 05], Relive the Revolution (RTR), [Schrier 06],
  [Schrier 05], CityExplorer [Matyas 07], [Schlieder 06], Hitchers
  [Drozd 06], Mogi [Licoppe 08], [Licoppe 05], Jindeo [Licoppe 06],
  Riot! [Blythe 06], Frequency1550 [Raessens 07],
  MobileHunters [Lonthoff 07] and AlienRevolt [De Souza
                                                                      12
  08].
                                 From [Avouris&Yiannoutsou 2012]
Location Based Games Classification
  Ludic tradition
     Treasure Hunts
     Action games
     Role Playing Games
  Pedagogic tradition
     Participatory Simulators
     Situated Language Learning
     Educational action games
  Hybrid tradition
     Museum Games
     Mobile fiction
                                                          13
                        From [Avouris&Yiannoutsou 2012]
Location-based games: examples
• The most cited (first generation) location
  based games: Savannah [Benford, 04], [Benford, 05a],
  [Benford 05b], FeedingYoshi [Bell, 06], Mobilegame
  [Schwabe 05], [Göth, 04], UncleRoy [Benford, 06], Camelot
  [Verhaegh, 06], [Soute, 07], [Soute, 10], CitiTag [Vogiazou, 07],
  [Vogiazou, 05], Relive the Revolution (RTR), [Schrier 06],
  [Schrier 05], CityExplorer [Matyas 07], [Schlieder 06],
  Hitchers [Drozd 06], Mogi [Licoppe 08], [Licoppe 05], Jindeo
  [Licoppe 06], Riot! [Blythe 06], Frequency1550 [Raessens
  07], MobileHunters [Lonthoff 07] and AlienRevolt [De
  Souza 08].                                                          14
                                    From [Avouris&Yiannoutsou 2012]
Savannah [Benford, 04], [Benford, 05]




Role playing simulation game, players move in the
Savannah, try to survive as a lion                  15
Savannah [Benford, 04], [Benford, 05]




   Reflection phase interface
                                        16
Location-based simulation games:
    Environmental Detectives
    A place-based game created by
    MITtargeted at high school and
    university students. Students
    played the role of environmental
    engineers presented with an
    environmental emergency. The
    goal was to locate the source of a
    spill, identify the responsible party,
    design a remediation plan, and
    brief the authorities on any health
    and legal risks -all within two hours
                                             17
http://education.mit.edu/ar/ed.html
Situated Language Learning
           HELLO [Liu &Chu, 2010]




The students played a game in which they used a
mobile device to practice listening and speaking during
their free time, to perform a treasure hunt game in the
                                                          18
campus.
Educational action games:
           MobileMath [Wijers, 2010]
• Like an action game: This game involves teams of players who compete
  on a playing field, with the goal to cover as much area as possible by
  constructing squares, rectangles or parallelograms using mobile phones
  with GPS receivers. This is done by physically walking to and clicking on
  each vertex (point).




                                                                              19
Games with not explicit
                  pedagogical goal
                  (e.g. in sites of culture)
                  Ghost of a Chance
• Role Playing Game, Players were asked to
  interpret weekly challenges by creating and
  mailing artifacts to the Museum.
• Entered into the museum’s collection, these
  items represented a player-generated gallery
  collection that unlocked further clues in the
  game’s narrative.
http://ghostsofachance.com/                       20
Ghost of a Chance




Smithsonian American Art MuseumUser-submitted images
  from the "Ghost of a Chance" interactive multimedia game at
  the Smithsonian American Art Museum                           21
Harnessing the social power:
  Crowdsourcing games

• Crowdsourcing is the act of sourcing tasks
  traditionally performed by specific individuals
  to an undefined large group of people or
  community (crowd) through an open call
                                                    22
Freeze Tag!




              23
http://tagger.steve.museum/
                              24
Dora’s lost data




             http://museumgam.es/dora/   25
Crowd sourcing tasks
• Stating preferences, voting on interesting
  objects, comments etc.
• Tagging: unstructured text associated with
  objects
• Debunking, criticizing: arguing against other
  peoples’ ideas, tags etc.
• Recording personal stories: personal
  memories associated to a museum object
• Linking objects or categorising: grouping of
  objects or associating them with themes (e.g.
  card sorting, museumscrabble)
[M.Ridge, Everyone wins: Crowdsourcing games & Museums, MuseumNext, May 2011]   26
Crowdsourcing games
  • They are fun and engaging
  • They are productive
  • Have high learning potential with sense of
    ownership of new knowledge (information
    and skills)
  • The museums learn too and adapt to their
    audience
  • Help players acquire, test and master new
    skills
[M.Ridge, Everyone wins: Crowdsourcing games & Museums, MuseumNext, May 2011] 27
Ookl mobile app




             http://www.ooklnet.com
                                      28
Ookl tell your own story




                           29
ookl: citizen curator




                        30
Location-based Games


Design
Guidelines
[Ardito et al. 2011]
                             31
Collaborative study of U.Patras and
U.Bari 2010-2011 (network TwinTide)
• Followed a ‘case study methodology’
• Analysis of published papers of 3 mobile
  games
• Identified game design issues (317 issues)
• Through focus group analysis the issues were
  reduced to 94 related to design of location-
  based games and learning
• Card sorting techniques for grouping the
  issues in 5 design dimensions
                                                 32
Design Dimensions (Ardito et al. 2011)
•   Game General Design, which refers to issues related to the
    overall game design process;
•   Control/Flexibility, which is a basic dimension of system
    usability, that with respect to the games considered in this paper, also
    refers to helping players to be aware of the effects of their choices on
    the game execution;
•   Engagement, which informs on how to provide an experience that
    captivates the players, by providing hints on how to structure the
    game, which tools to adopt, etc.;
•   Educational Aspects, which informs on interweaving of
    learning content into the game context, so that the game can have a
    valid learning influence on the players;
•   Social Aspects, which concerns the interaction among the
    players, role allocation etc. (the underlying assumption is that social
    activity, e.g. competition, can act as a motivational factor).
                                                                               33
#1. Game General Design
1.1 Exploit metaphors from real-life games, activities, stories
    Minimize changes to the physical place (e.g. modifications to the
1.2 physical structure, installation of special equipment like projectors, big
    displays, etc.)
      Create a multidisciplinary design team (including e.g. HCI, cultural
1.3
      heritage, educational experts)
      Perform formative evaluations and pilot studies to check if tasks’
1.4
      difficulty is appropriate for the intended players
      Consider the social conventions of the place (e.g. not laughing in a
1.5
      church)
      Consider to extend the game experience beyond the game session
1.6
      (e.g. participating in a web community)
    Consider to include activities/events that are not part of the game,
1.7 but happen in the real world (e.g. the ceremony of change of the guard
    at noon)

1.8 Consider to include a game master (e.g. tutor, supervisor, coordinator)
    and her role: e.g. enforcing the rules, narrating the story                  34
#4. Educational Aspects
    Consider to include a pre-game activity to prepare players (e.g. some
4.1 lessons in classroom explaining the historical context in which the game
    is set)
    Game should emphasize either vertical or horizontal exploration of a
    place/topic, i.e., deeply exploring a limited space (or few objects or a
4.2
    specific topic) vs. more superficially exploring a broad space (or many
    objects or several topics)

      Tasks should require players to link areas, locations, physical objects to
4.3
      concepts, topics, etc.


4.4 Balance between competition and knowledge acquisition. Too much
    competition may have a negative impact on knowledge acquisition
    Include a debriefing phase after the game to allow players to reflect on
    the game experience. Design it as an individual/collaborative
4.5
    game/activity that supports players to clarify and consolidate the game
    experience
                                                                                   35
Validation of the guidelines: The
  Pompeii Design Workshop




                                    36
The Pompeii Design Workshop

A location-based game design
workshop structured in order to
follow the use of guidelines and other
background designers’ knowledge for
structuring design activity of
location-based games

                                                  37
         http://hci.ece.upatras.gr/pompeiigame/
The Pompeii Design Workshop
• The participants were organized in groups of 3
to 5. Each group worked out the idea and
description of design for a location-based game
for the site of Pompeii. They used the
worksheet and supporting background material.
• The workshop so far has been run in 4 cases in
Greece, Italy and France.
•26 (3 to 14) designs were produced during these
sessions. [Sintoris et al. forthcoming, 2013]
                                                     38
            http://hci.ece.upatras.gr/pompeiigame/
The Pompeii Design Workshop
Material
One instruction card for the participants
One map of Pompeii, showing the location of six
important places
A description of the six places, in the form of text with
photos (print on single-sided A3 sheet)
Two concepts cards, that describe in some detail
concepts that might be intersting learning topics
A Worksheet, where the designers record their design.
The instructions printed on the worksheet are intented
as guides and one should insist on "filling" them out
with vigor.                                                 39
Pompeii workshop: The worksheet
• Title Have you thought about a title?
• What are the components of the game. The actions of the players, the rules
  and mechanisms. The tools the players have, the aims and behaviours. As an
  example think of scrabble: The tiles with the letters, the points according to
  rarity of a letter, the board, tha randomness of the tiles.
• The objective
• What is the aim of the game? What will you explain to the players that they
  have to do? How will the player know about success?
• The rules What are the basic rules? How are the guide the game to the end?
  Are there roles? Is there a narrative?
• Use of tools & technology How will the smartphones be used? As
  information screens, communication, barcode scanners, GPS, maps, radar,
  compass, flashlight...?
• Mechanisms How are the rules enforced? How is the game paced? Is there
  immersion in the atmosphere of the game? What about player
  communication? Awareness of the actions of the other players? Competion?
  Cooperation? Deception?
• Location and real-world objects How are they involved in the game? How
  are the players interacting with them?
• Behaviours and aesthetic result How do you expect the game to evolve
  over time? How will the players feel playing it?                               40
Design of location based games

Reflection on our own experience:

• MuseumScrabble – museum game

• InvisibleCity RvS – city game
                                    41
MuseumScrabble: linking exhibits
• Task to build connections between exhibits and
  themes/concepts that can be linked to more than
  one exhibit with different strength according to its
  relevance to the theme
• The concepts may be embeded in a narrative that
  the players have to follow
• Game is played by groups playing against each
  other
• Players fight for resources (exhibits) as they capture
  the exhibits not allowing the opponents to use it.
                                                           42
       http://hci.ece.upatras.gr/museumscrabble/
MuseumScrabble
 link exhibits to themes/concepts




[Youtube:
museumscrabble]
                                    43
44
45
46
Design rationale
• MuseumScrabble is based on the idea of the
  popular Scrabble word game. In Scrabble, the
  aim is to arrange tiles (letters) in meaningful
  sequences (words).




                                                    47
From a board game to location-based game
• In MuseumScrabble, the constructs letters that can be
  arranged to form words, have been replaced by topics and
  exhibits. They can be linked using special sentences, the
  hints.
• A topic is a concept or field of knowledge or category, related
  to parts of the museum collection or the themes of the
  museum. Examples are geography, feminism, religion, art
  etc.
• Each topic contains several hints. A hint is a short sentence
  that can be applied to exhibits in the museum related to the
  topic.
• The challenge to the players is to link an exhibit to a relevant
  topic by discovering which exhibit fits the particular topic-
  hint pair in a meaningful way.

Evaluation of MuseumScrabble: [Sintoris et al. 2010]                 48
New version: Benaki Museum Scrabble

• New game flow         [Karpathiotaki et al. 2012]
• New narrative
• Different kind of
  exhibits – historic
  period
• Strong link to
  non exhibited
  objects

     http://hci.ece.upatras.gr/bms/                   49
http://www.invisiblecity.gr/




                               50
51
52
Flow of Mafia game   53
Flow of RvS game   54
Flow of RvS game   55
56
à Learning




             57
58
Adding digital content in the city




                                     59
60
61
62
63
64
65
66
Real-world testing




                     67
contribution of tasks/riddles by the
players




                 Mission tasks may be
                 contributed through a web site
                 (e.g. a school teacher can
                 design a specific version of the
                 game for a school party)
                  [Sintoris et al. 2011 ]           68
Game content editor
  (google+ app)




                                          69
Rubén Muñoz and Christos Sintoris, 2012
Active participation of the public is a
 mission for institutions of culture
                            Nina Simon:
                            The Participatory Museum




                                                       70
Player-created/adapted Games
By developing their own Games students can
show what they have learned, and they can
also “explore various hypotheses” using the
game (Klopfer, 2008).
Director view vs Actor view in Frequency 1550
(Akkerman et al. 2009)
User configuration of game elements is a tool
for learning (Yiannoutsou et al. 2011).


                                                71
New authoring tools to involve players
in game creation adaptation
e.g. Taleblazer
            • TaleBlazer is a new rich Internet
              application from MIT's STEP lab to
              author smartphone location-based
              augmented reality (AR) games. For
              location-based AR game building.

            • Features :
               – Visual blocks-based scripting
               – Interactive data layers and sampling -
                 create models for player exploration and
                 discovery of scientific topics.
               – Conditional dialog creator - interact with
                 characters in new ways

              http://education.mit.edu/projects/taleblazer    72
The way ahead
• Patterns for migration of traditional
  games to location-based games
• Narrative dimension in contextualizing
  digital space and linking to physical
  space
• User participation in game design and
  adaptation, methods and tools, the
  social trail
                                           73
http://hci.ece.upatras.gr/lmmgs2013/




                                       74
refs
C. Ardito, R. Lanzilotti, D. Raptis, C. Sintoris, N. Yiannoutsou, N. Avouris, M.F. Costabile, (2011).
     "Designing pervasive games for learning", Proceedings, HCI International 2011, July 2011,
     Orlando, Florida, USA. LNCS-6770 (PART 2) pp. 99-108, Springer.
Sintoris, C., Dimitriou, S., Yiannoutsou, N., Avouris, N.: Invisible City: Rebels Vs Spies.
     http://www.webcitation.org/5xE2OsK8U (2010)
Sintoris C., Stoica A., Papadimitriou I., Yiannoutsou N., Komis V., Avouris N. (2010).
     MuseumScrabble: Design of a mobile game for children's interaction with a digitally
     augmented cultural space, International Journal of Mobile Human Computer Interaction,
     2(2), 53-71, April-June 2010.
de Souza e Silva, A., Delacruz, G.C.: Hybrid Reality Games Reframed: Potential Uses in
     Educational Contexts. Games and Culture 1(3), 231–251 (2006)
Avouris N., Yiannoutsou, N., (2012), A review of mobile location-based games for learn-ing
     across physical and virtual spaces, Journal of Universal Computer Science, vol 18.
Schrier, K.L. “Using Augmented Reality Games to Teach 21st Century Skills.” ACM SIGGRAPH
     2006 Educators Program. SIGGRAPH ’06. New York, USA: ACM, 2006.
Yiannoutsou, N. & Avouris, N. (2010). Reflections on use of location-based playful narra-tives for
     learning. Proc. of Mobile Learning (pp. 149–156). Porto, Portugal: Iadis Press.
Yiannoutsou, N., Avouris, N., (2012). Mobile games in Museums : from learning through game
     play to learning through game design, ICOM Education, vol. 23 (2012).
Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. T., Mobile game-based learning in
     secondary education: engagement, motivation and learning in a mobile city game. Journal
     of Computer Assisted Learning, Vol. 25, (4), 2009, pp. 332-344.
Klopfer, E. (2008) Augmented Learning: Research and Design of Mobile Educational Games.
     MIT Press, Cambridge, MA.
Yiannoutsou N., Sintoris C., Avouris N, End User configuration of game elements:
     Game construction as learning activity, IS-EUD 2011
Akkerman S. et al, Storification in History Education: A mobile game in and about medieval            75
     Amsterdam, Computers & Education 52 (2009)
ευχαριστώ

hci.ece.upatras.gr/avouris
                             76

More Related Content

What's hot

Comfy Edutainment Centers Brochure 2011
Comfy Edutainment Centers Brochure 2011Comfy Edutainment Centers Brochure 2011
Comfy Edutainment Centers Brochure 2011Snaily The-Snail
 
Mobile Learning Academy - creating a great concept
Mobile Learning Academy - creating a great conceptMobile Learning Academy - creating a great concept
Mobile Learning Academy - creating a great concept7scenes
 
Foursquare games platform: a new income for Foursquare!
Foursquare games platform: a new income for Foursquare!Foursquare games platform: a new income for Foursquare!
Foursquare games platform: a new income for Foursquare!Thomas Joie
 
Grell Rau Kosubski ICA 2018 Game Study Ingress
Grell Rau Kosubski ICA 2018 Game Study Ingress Grell Rau Kosubski ICA 2018 Game Study Ingress
Grell Rau Kosubski ICA 2018 Game Study Ingress Petra Grell
 
Designing for Creativity and Kindness in Games
Designing for Creativity and Kindness in GamesDesigning for Creativity and Kindness in Games
Designing for Creativity and Kindness in GamesMirjam Eladhari
 
Turning the World Into a Game | E. Daniel Arey
Turning the World Into a Game | E. Daniel AreyTurning the World Into a Game | E. Daniel Arey
Turning the World Into a Game | E. Daniel AreyJessica Tams
 
Memory treasure hunt - Memory Project
Memory treasure hunt - Memory ProjectMemory treasure hunt - Memory Project
Memory treasure hunt - Memory Projectalejandro1989
 
Game tech virtual guides fliesen calongne
Game tech virtual guides fliesen calongneGame tech virtual guides fliesen calongne
Game tech virtual guides fliesen calongneCynthia Calongne
 
ARG + AR = The physical environment and the reality as a game platform
ARG + AR = The physical environment and the reality as a game platformARG + AR = The physical environment and the reality as a game platform
ARG + AR = The physical environment and the reality as a game platformMediaFront
 
Grell & Rau - Ingress In Adult Life - ECER2016
Grell & Rau - Ingress In Adult Life - ECER2016Grell & Rau - Ingress In Adult Life - ECER2016
Grell & Rau - Ingress In Adult Life - ECER2016Petra Grell
 
7scenes concept
7scenes concept7scenes concept
7scenes concept7scenes
 

What's hot (15)

UI_cropped
UI_croppedUI_cropped
UI_cropped
 
Comfy Edutainment Centers Brochure 2011
Comfy Edutainment Centers Brochure 2011Comfy Edutainment Centers Brochure 2011
Comfy Edutainment Centers Brochure 2011
 
Overview of game research public
Overview of game research   publicOverview of game research   public
Overview of game research public
 
Mobile Learning Academy - creating a great concept
Mobile Learning Academy - creating a great conceptMobile Learning Academy - creating a great concept
Mobile Learning Academy - creating a great concept
 
Foursquare games platform: a new income for Foursquare!
Foursquare games platform: a new income for Foursquare!Foursquare games platform: a new income for Foursquare!
Foursquare games platform: a new income for Foursquare!
 
Grell Rau Kosubski ICA 2018 Game Study Ingress
Grell Rau Kosubski ICA 2018 Game Study Ingress Grell Rau Kosubski ICA 2018 Game Study Ingress
Grell Rau Kosubski ICA 2018 Game Study Ingress
 
Designing for Creativity and Kindness in Games
Designing for Creativity and Kindness in GamesDesigning for Creativity and Kindness in Games
Designing for Creativity and Kindness in Games
 
Turning the World Into a Game | E. Daniel Arey
Turning the World Into a Game | E. Daniel AreyTurning the World Into a Game | E. Daniel Arey
Turning the World Into a Game | E. Daniel Arey
 
Memory treasure hunt - Memory Project
Memory treasure hunt - Memory ProjectMemory treasure hunt - Memory Project
Memory treasure hunt - Memory Project
 
Game tech virtual guides fliesen calongne
Game tech virtual guides fliesen calongneGame tech virtual guides fliesen calongne
Game tech virtual guides fliesen calongne
 
ARG + AR = The physical environment and the reality as a game platform
ARG + AR = The physical environment and the reality as a game platformARG + AR = The physical environment and the reality as a game platform
ARG + AR = The physical environment and the reality as a game platform
 
Grell & Rau - Ingress In Adult Life - ECER2016
Grell & Rau - Ingress In Adult Life - ECER2016Grell & Rau - Ingress In Adult Life - ECER2016
Grell & Rau - Ingress In Adult Life - ECER2016
 
MCLS Keynote
MCLS KeynoteMCLS Keynote
MCLS Keynote
 
7scenes concept
7scenes concept7scenes concept
7scenes concept
 
Playing the city
Playing the cityPlaying the city
Playing the city
 

Viewers also liked

Pamela Rutledge: Video games, Problem Solving and Self-Efficacy
Pamela Rutledge: Video games, Problem Solving and Self-EfficacyPamela Rutledge: Video games, Problem Solving and Self-Efficacy
Pamela Rutledge: Video games, Problem Solving and Self-EfficacyPamela Rutledge
 
Quiz on connecting words and pictures
Quiz on connecting words and picturesQuiz on connecting words and pictures
Quiz on connecting words and picturespptmania
 

Viewers also liked (6)

Pamela Rutledge: Video games, Problem Solving and Self-Efficacy
Pamela Rutledge: Video games, Problem Solving and Self-EfficacyPamela Rutledge: Video games, Problem Solving and Self-Efficacy
Pamela Rutledge: Video games, Problem Solving and Self-Efficacy
 
Electronics Quiz
Electronics QuizElectronics Quiz
Electronics Quiz
 
Connect
ConnectConnect
Connect
 
Quiz on connecting words and pictures
Quiz on connecting words and picturesQuiz on connecting words and pictures
Quiz on connecting words and pictures
 
Visual round Quiz
Visual round QuizVisual round Quiz
Visual round Quiz
 
Picture Quiz ppt
Picture Quiz pptPicture Quiz ppt
Picture Quiz ppt
 

Similar to Avouris eee 2012b

Design of interactive mobile and ubiquitous applications
Design of interactive mobile and ubiquitous applicationsDesign of interactive mobile and ubiquitous applications
Design of interactive mobile and ubiquitous applicationsNikolaos Avouris
 
Bowser hansenetal lowfiprototyping
Bowser hansenetal lowfiprototypingBowser hansenetal lowfiprototyping
Bowser hansenetal lowfiprototypingHarish Vaidyanathan
 
Low Fidelity Prototyping for Social, Location-based Game Apps
Low Fidelity Prototyping for Social,  Location-based Game AppsLow Fidelity Prototyping for Social,  Location-based Game Apps
Low Fidelity Prototyping for Social, Location-based Game AppsHarish Vaidyanathan
 
Jo Dugstad Wake
Jo Dugstad WakeJo Dugstad Wake
Jo Dugstad Wakejtelss10
 
GAMEPREZ Gamejam@HackerDojo
GAMEPREZ Gamejam@HackerDojoGAMEPREZ Gamejam@HackerDojo
GAMEPREZ Gamejam@HackerDojokatchwreck
 
VSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesVSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesMark Billinghurst
 
Interaction and (ludic) Visualisation For Geo rabble, Convention Centre, 6-11-13
Interaction and (ludic) Visualisation For Geo rabble, Convention Centre, 6-11-13Interaction and (ludic) Visualisation For Geo rabble, Convention Centre, 6-11-13
Interaction and (ludic) Visualisation For Geo rabble, Convention Centre, 6-11-13University of South Australlia
 
Transforming Education in the Metaverse.pptx
Transforming Education in the Metaverse.pptxTransforming Education in the Metaverse.pptx
Transforming Education in the Metaverse.pptxCynthia Calongne
 
101 Concepts for Games Innovation
101 Concepts for Games Innovation101 Concepts for Games Innovation
101 Concepts for Games InnovationMihai Pohontu
 
Beyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented RealityBeyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented RealityMark Billinghurst
 
Vr and language learning cynthia calongne
Vr and language learning cynthia calongneVr and language learning cynthia calongne
Vr and language learning cynthia calongneCynthia Calongne
 
Empathic Computing: New Approaches to Gaming
Empathic Computing: New Approaches to GamingEmpathic Computing: New Approaches to Gaming
Empathic Computing: New Approaches to GamingMark Billinghurst
 
Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Mark Billinghurst
 
Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...
Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...
Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...Numenta
 
Keynote at the 2018 SIGGRAPH Conference on Motion, Interaction and Games
Keynote at the 2018 SIGGRAPH Conference on Motion, Interaction and GamesKeynote at the 2018 SIGGRAPH Conference on Motion, Interaction and Games
Keynote at the 2018 SIGGRAPH Conference on Motion, Interaction and GamesRogelio E. Cardona-Rivera
 

Similar to Avouris eee 2012b (20)

Design of interactive mobile and ubiquitous applications
Design of interactive mobile and ubiquitous applicationsDesign of interactive mobile and ubiquitous applications
Design of interactive mobile and ubiquitous applications
 
Bowser hansenetal lowfiprototyping
Bowser hansenetal lowfiprototypingBowser hansenetal lowfiprototyping
Bowser hansenetal lowfiprototyping
 
Low Fidelity Prototyping for Social, Location-based Game Apps
Low Fidelity Prototyping for Social,  Location-based Game AppsLow Fidelity Prototyping for Social,  Location-based Game Apps
Low Fidelity Prototyping for Social, Location-based Game Apps
 
2019 dhdownunder game prototyping workshop
2019 dhdownunder game prototyping workshop2019 dhdownunder game prototyping workshop
2019 dhdownunder game prototyping workshop
 
Jo Dugstad Wake
Jo Dugstad WakeJo Dugstad Wake
Jo Dugstad Wake
 
GAMEPREZ Gamejam@HackerDojo
GAMEPREZ Gamejam@HackerDojoGAMEPREZ Gamejam@HackerDojo
GAMEPREZ Gamejam@HackerDojo
 
VSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesVSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
 
Interaction and (ludic) Visualisation For Geo rabble, Convention Centre, 6-11-13
Interaction and (ludic) Visualisation For Geo rabble, Convention Centre, 6-11-13Interaction and (ludic) Visualisation For Geo rabble, Convention Centre, 6-11-13
Interaction and (ludic) Visualisation For Geo rabble, Convention Centre, 6-11-13
 
Ron Edwards
Ron EdwardsRon Edwards
Ron Edwards
 
Transforming Education in the Metaverse.pptx
Transforming Education in the Metaverse.pptxTransforming Education in the Metaverse.pptx
Transforming Education in the Metaverse.pptx
 
101 Concepts for Games Innovation
101 Concepts for Games Innovation101 Concepts for Games Innovation
101 Concepts for Games Innovation
 
Leipzig eHumanities 23 October 2013 talk
Leipzig eHumanities 23 October 2013 talkLeipzig eHumanities 23 October 2013 talk
Leipzig eHumanities 23 October 2013 talk
 
Beyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented RealityBeyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented Reality
 
Vr and language learning cynthia calongne
Vr and language learning cynthia calongneVr and language learning cynthia calongne
Vr and language learning cynthia calongne
 
20211004 isma rmr-iche-champion_s
20211004 isma rmr-iche-champion_s20211004 isma rmr-iche-champion_s
20211004 isma rmr-iche-champion_s
 
Empathic Computing: New Approaches to Gaming
Empathic Computing: New Approaches to GamingEmpathic Computing: New Approaches to Gaming
Empathic Computing: New Approaches to Gaming
 
Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality
 
Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...
Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...
Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...
 
Context-Aware Games for Education and Wellbeing
Context-Aware Games for Education and WellbeingContext-Aware Games for Education and Wellbeing
Context-Aware Games for Education and Wellbeing
 
Keynote at the 2018 SIGGRAPH Conference on Motion, Interaction and Games
Keynote at the 2018 SIGGRAPH Conference on Motion, Interaction and GamesKeynote at the 2018 SIGGRAPH Conference on Motion, Interaction and Games
Keynote at the 2018 SIGGRAPH Conference on Motion, Interaction and Games
 

More from Nikolaos Avouris

Supporting user participation in massive online courses
Supporting user participation in massive online coursesSupporting user participation in massive online courses
Supporting user participation in massive online coursesNikolaos Avouris
 
Τεχνολογία και τρίτη ηλικία
Τεχνολογία και τρίτη ηλικίαΤεχνολογία και τρίτη ηλικία
Τεχνολογία και τρίτη ηλικίαNikolaos Avouris
 
Ανοικτά Μαθήματα στο Πανεπιστήμιο Πατρών
Ανοικτά Μαθήματα στο Πανεπιστήμιο ΠατρώνΑνοικτά Μαθήματα στο Πανεπιστήμιο Πατρών
Ανοικτά Μαθήματα στο Πανεπιστήμιο ΠατρώνNikolaos Avouris
 
Capture own objects in games: Player participation, ownership and engagement
Capture own objects in games: Player participation, ownership and engagementCapture own objects in games: Player participation, ownership and engagement
Capture own objects in games: Player participation, ownership and engagementNikolaos Avouris
 
Νόμος πλαίσιο για την έρευνα και την Καινοτομία: Περιφερειακή Επιτροπή για τη...
Νόμος πλαίσιο για την έρευνα και την Καινοτομία: Περιφερειακή Επιτροπή για τη...Νόμος πλαίσιο για την έρευνα και την Καινοτομία: Περιφερειακή Επιτροπή για τη...
Νόμος πλαίσιο για την έρευνα και την Καινοτομία: Περιφερειακή Επιτροπή για τη...Nikolaos Avouris
 
Ανοικτά Ακαδημαικά Μαθήματα στο Πανεπιστήμιο Πατρών
Ανοικτά Ακαδημαικά Μαθήματα στο Πανεπιστήμιο Πατρών Ανοικτά Ακαδημαικά Μαθήματα στο Πανεπιστήμιο Πατρών
Ανοικτά Ακαδημαικά Μαθήματα στο Πανεπιστήμιο Πατρών Nikolaos Avouris
 
Πανεπιστήμιο Πατρών: από τη γνώση στην καινοτομία και επιχειρηματικότητα
Πανεπιστήμιο Πατρών: από τη γνώση στην καινοτομία και επιχειρηματικότηταΠανεπιστήμιο Πατρών: από τη γνώση στην καινοτομία και επιχειρηματικότητα
Πανεπιστήμιο Πατρών: από τη γνώση στην καινοτομία και επιχειρηματικότηταNikolaos Avouris
 
Deployment, Usage and Impact of Social Media Tools in Small and Medium Size E...
Deployment, Usage and Impact of Social Media Tools in Small and Medium Size E...Deployment, Usage and Impact of Social Media Tools in Small and Medium Size E...
Deployment, Usage and Impact of Social Media Tools in Small and Medium Size E...Nikolaos Avouris
 
SONETA: a tool for supporting small business social presence
SONETA: a tool for supporting small business social presenceSONETA: a tool for supporting small business social presence
SONETA: a tool for supporting small business social presenceNikolaos Avouris
 
MOOCs και Ανοικτά Μαθήματα: Διερευνώντας τη σχέση
MOOCs και Ανοικτά Μαθήματα: Διερευνώντας τη σχέσηMOOCs και Ανοικτά Μαθήματα: Διερευνώντας τη σχέση
MOOCs και Ανοικτά Μαθήματα: Διερευνώντας τη σχέσηNikolaos Avouris
 
Policies and technologies for Life Long Learning at the University of Patras
Policies and technologies for Life Long Learning at the University of PatrasPolicies and technologies for Life Long Learning at the University of Patras
Policies and technologies for Life Long Learning at the University of PatrasNikolaos Avouris
 
Research and Innovation at the University of Patras: The case of Innovation a...
Research and Innovation at the University of Patras: The case of Innovation a...Research and Innovation at the University of Patras: The case of Innovation a...
Research and Innovation at the University of Patras: The case of Innovation a...Nikolaos Avouris
 
Το Πανεπιστήμιο Πατρών παράγων ανάπτυξης της Δυτικής Ελλάδας
Το Πανεπιστήμιο Πατρών παράγων ανάπτυξης της Δυτικής ΕλλάδαςΤο Πανεπιστήμιο Πατρών παράγων ανάπτυξης της Δυτικής Ελλάδας
Το Πανεπιστήμιο Πατρών παράγων ανάπτυξης της Δυτικής ΕλλάδαςNikolaos Avouris
 
Κοινωνικά Δίκτυα και Ελληνικά Πανεπιστήμια
Κοινωνικά Δίκτυα και Ελληνικά ΠανεπιστήμιαΚοινωνικά Δίκτυα και Ελληνικά Πανεπιστήμια
Κοινωνικά Δίκτυα και Ελληνικά ΠανεπιστήμιαNikolaos Avouris
 
Εισαγωγή στην Αλληλεπίδραση Ανθρώπου-Υπολογιστή και Εφαρμογές
Εισαγωγή στην Αλληλεπίδραση Ανθρώπου-Υπολογιστή και ΕφαρμογέςΕισαγωγή στην Αλληλεπίδραση Ανθρώπου-Υπολογιστή και Εφαρμογές
Εισαγωγή στην Αλληλεπίδραση Ανθρώπου-Υπολογιστή και ΕφαρμογέςNikolaos Avouris
 
Audience participation in museums: Game Design as Learning Activity
Audience participation in museums: Game Design as Learning Activity Audience participation in museums: Game Design as Learning Activity
Audience participation in museums: Game Design as Learning Activity Nikolaos Avouris
 
Παιγνιώδης μάθηση σε μουσειακούς χώρους
Παιγνιώδης μάθηση σε μουσειακούς χώρουςΠαιγνιώδης μάθηση σε μουσειακούς χώρους
Παιγνιώδης μάθηση σε μουσειακούς χώρουςNikolaos Avouris
 

More from Nikolaos Avouris (20)

Supporting user participation in massive online courses
Supporting user participation in massive online coursesSupporting user participation in massive online courses
Supporting user participation in massive online courses
 
Τεχνολογία και τρίτη ηλικία
Τεχνολογία και τρίτη ηλικίαΤεχνολογία και τρίτη ηλικία
Τεχνολογία και τρίτη ηλικία
 
Avouris teaching python
Avouris teaching pythonAvouris teaching python
Avouris teaching python
 
Ανοικτά Μαθήματα στο Πανεπιστήμιο Πατρών
Ανοικτά Μαθήματα στο Πανεπιστήμιο ΠατρώνΑνοικτά Μαθήματα στο Πανεπιστήμιο Πατρών
Ανοικτά Μαθήματα στο Πανεπιστήμιο Πατρών
 
Capture own objects in games: Player participation, ownership and engagement
Capture own objects in games: Player participation, ownership and engagementCapture own objects in games: Player participation, ownership and engagement
Capture own objects in games: Player participation, ownership and engagement
 
Avouris imcl2014
Avouris imcl2014 Avouris imcl2014
Avouris imcl2014
 
Νόμος πλαίσιο για την έρευνα και την Καινοτομία: Περιφερειακή Επιτροπή για τη...
Νόμος πλαίσιο για την έρευνα και την Καινοτομία: Περιφερειακή Επιτροπή για τη...Νόμος πλαίσιο για την έρευνα και την Καινοτομία: Περιφερειακή Επιτροπή για τη...
Νόμος πλαίσιο για την έρευνα και την Καινοτομία: Περιφερειακή Επιτροπή για τη...
 
Ανοικτά Ακαδημαικά Μαθήματα στο Πανεπιστήμιο Πατρών
Ανοικτά Ακαδημαικά Μαθήματα στο Πανεπιστήμιο Πατρών Ανοικτά Ακαδημαικά Μαθήματα στο Πανεπιστήμιο Πατρών
Ανοικτά Ακαδημαικά Μαθήματα στο Πανεπιστήμιο Πατρών
 
Πανεπιστήμιο Πατρών: από τη γνώση στην καινοτομία και επιχειρηματικότητα
Πανεπιστήμιο Πατρών: από τη γνώση στην καινοτομία και επιχειρηματικότηταΠανεπιστήμιο Πατρών: από τη γνώση στην καινοτομία και επιχειρηματικότητα
Πανεπιστήμιο Πατρών: από τη γνώση στην καινοτομία και επιχειρηματικότητα
 
Deployment, Usage and Impact of Social Media Tools in Small and Medium Size E...
Deployment, Usage and Impact of Social Media Tools in Small and Medium Size E...Deployment, Usage and Impact of Social Media Tools in Small and Medium Size E...
Deployment, Usage and Impact of Social Media Tools in Small and Medium Size E...
 
SONETA: a tool for supporting small business social presence
SONETA: a tool for supporting small business social presenceSONETA: a tool for supporting small business social presence
SONETA: a tool for supporting small business social presence
 
MOOCs και Ανοικτά Μαθήματα: Διερευνώντας τη σχέση
MOOCs και Ανοικτά Μαθήματα: Διερευνώντας τη σχέσηMOOCs και Ανοικτά Μαθήματα: Διερευνώντας τη σχέση
MOOCs και Ανοικτά Μαθήματα: Διερευνώντας τη σχέση
 
Policies and technologies for Life Long Learning at the University of Patras
Policies and technologies for Life Long Learning at the University of PatrasPolicies and technologies for Life Long Learning at the University of Patras
Policies and technologies for Life Long Learning at the University of Patras
 
Research and Innovation at the University of Patras: The case of Innovation a...
Research and Innovation at the University of Patras: The case of Innovation a...Research and Innovation at the University of Patras: The case of Innovation a...
Research and Innovation at the University of Patras: The case of Innovation a...
 
Το Πανεπιστήμιο Πατρών παράγων ανάπτυξης της Δυτικής Ελλάδας
Το Πανεπιστήμιο Πατρών παράγων ανάπτυξης της Δυτικής ΕλλάδαςΤο Πανεπιστήμιο Πατρών παράγων ανάπτυξης της Δυτικής Ελλάδας
Το Πανεπιστήμιο Πατρών παράγων ανάπτυξης της Δυτικής Ελλάδας
 
Κοινωνικά Δίκτυα και Ελληνικά Πανεπιστήμια
Κοινωνικά Δίκτυα και Ελληνικά ΠανεπιστήμιαΚοινωνικά Δίκτυα και Ελληνικά Πανεπιστήμια
Κοινωνικά Δίκτυα και Ελληνικά Πανεπιστήμια
 
Εισαγωγή στην Αλληλεπίδραση Ανθρώπου-Υπολογιστή και Εφαρμογές
Εισαγωγή στην Αλληλεπίδραση Ανθρώπου-Υπολογιστή και ΕφαρμογέςΕισαγωγή στην Αλληλεπίδραση Ανθρώπου-Υπολογιστή και Εφαρμογές
Εισαγωγή στην Αλληλεπίδραση Ανθρώπου-Υπολογιστή και Εφαρμογές
 
Audience participation in museums: Game Design as Learning Activity
Audience participation in museums: Game Design as Learning Activity Audience participation in museums: Game Design as Learning Activity
Audience participation in museums: Game Design as Learning Activity
 
Avouris ocw
Avouris ocwAvouris ocw
Avouris ocw
 
Παιγνιώδης μάθηση σε μουσειακούς χώρους
Παιγνιώδης μάθηση σε μουσειακούς χώρουςΠαιγνιώδης μάθηση σε μουσειακούς χώρους
Παιγνιώδης μάθηση σε μουσειακούς χώρους
 

Recently uploaded

Statement Of Intent - - Copy.documentfile
Statement Of Intent - - Copy.documentfileStatement Of Intent - - Copy.documentfile
Statement Of Intent - - Copy.documentfilef4ssvxpz62
 
NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...
NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...
NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...Amil Baba Dawood bangali
 
Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...
Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...
Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...TeslaStakeHolder
 
ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024
ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024
ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024Durkin Entertainment LLC
 
Fight Scene Storyboard (Action/Adventure Animation)
Fight Scene Storyboard (Action/Adventure Animation)Fight Scene Storyboard (Action/Adventure Animation)
Fight Scene Storyboard (Action/Adventure Animation)finlaygoodall2
 
Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...
Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...
Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...Amil baba
 
A Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' Mother
A Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' MotherA Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' Mother
A Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' Motherget joys
 
NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...
NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...
NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...Amil Baba Dawood bangali
 
Princess Jahan's Tuition Classes, a story for entertainment
Princess Jahan's Tuition Classes, a story for entertainmentPrincess Jahan's Tuition Classes, a story for entertainment
Princess Jahan's Tuition Classes, a story for entertainmentazuremorn
 
Zoom In Game for ice breaking in a training
Zoom In Game for ice breaking in a trainingZoom In Game for ice breaking in a training
Zoom In Game for ice breaking in a trainingRafik ABDI
 
办理滑铁卢大学毕业证成绩单|购买加拿大文凭证书
办理滑铁卢大学毕业证成绩单|购买加拿大文凭证书办理滑铁卢大学毕业证成绩单|购买加拿大文凭证书
办理滑铁卢大学毕业证成绩单|购买加拿大文凭证书zdzoqco
 
THE MEDIC, A STORY for entertainment.docx
THE MEDIC, A STORY for entertainment.docxTHE MEDIC, A STORY for entertainment.docx
THE MEDIC, A STORY for entertainment.docxazuremorn
 
Aesthetic Design Inspiration by Slidesgo.pptx
Aesthetic Design Inspiration by Slidesgo.pptxAesthetic Design Inspiration by Slidesgo.pptx
Aesthetic Design Inspiration by Slidesgo.pptxsayemalkadripial4
 
Biswanath Byam Samiti Open Quiz 2022 by Qui9 Grand Finale
Biswanath Byam Samiti Open Quiz 2022 by Qui9 Grand FinaleBiswanath Byam Samiti Open Quiz 2022 by Qui9 Grand Finale
Biswanath Byam Samiti Open Quiz 2022 by Qui9 Grand FinaleQui9 (Ultimate Quizzing)
 
What Life Would Be Like From A Different Perspective (saltyvixenstories.com)
What Life Would Be Like From A Different Perspective (saltyvixenstories.com)What Life Would Be Like From A Different Perspective (saltyvixenstories.com)
What Life Would Be Like From A Different Perspective (saltyvixenstories.com)Salty Vixen Stories & More
 
Taken Pilot Episode Story pitch Document
Taken Pilot Episode Story pitch DocumentTaken Pilot Episode Story pitch Document
Taken Pilot Episode Story pitch Documentf4ssvxpz62
 

Recently uploaded (20)

Statement Of Intent - - Copy.documentfile
Statement Of Intent - - Copy.documentfileStatement Of Intent - - Copy.documentfile
Statement Of Intent - - Copy.documentfile
 
NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...
NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...
NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...
 
Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...
Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...
Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...
 
ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024
ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024
ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024
 
Fight Scene Storyboard (Action/Adventure Animation)
Fight Scene Storyboard (Action/Adventure Animation)Fight Scene Storyboard (Action/Adventure Animation)
Fight Scene Storyboard (Action/Adventure Animation)
 
Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...
Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...
Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...
 
A Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' Mother
A Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' MotherA Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' Mother
A Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' Mother
 
NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...
NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...
NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...
 
Princess Jahan's Tuition Classes, a story for entertainment
Princess Jahan's Tuition Classes, a story for entertainmentPrincess Jahan's Tuition Classes, a story for entertainment
Princess Jahan's Tuition Classes, a story for entertainment
 
Zoom In Game for ice breaking in a training
Zoom In Game for ice breaking in a trainingZoom In Game for ice breaking in a training
Zoom In Game for ice breaking in a training
 
Moveable Feast_Travel-Lifestyle-Culture Quiz.pptx
Moveable Feast_Travel-Lifestyle-Culture Quiz.pptxMoveable Feast_Travel-Lifestyle-Culture Quiz.pptx
Moveable Feast_Travel-Lifestyle-Culture Quiz.pptx
 
办理滑铁卢大学毕业证成绩单|购买加拿大文凭证书
办理滑铁卢大学毕业证成绩单|购买加拿大文凭证书办理滑铁卢大学毕业证成绩单|购买加拿大文凭证书
办理滑铁卢大学毕业证成绩单|购买加拿大文凭证书
 
S10_E02_How to Pimp Social Media 101.pptx
S10_E02_How to Pimp Social Media 101.pptxS10_E02_How to Pimp Social Media 101.pptx
S10_E02_How to Pimp Social Media 101.pptx
 
THE MEDIC, A STORY for entertainment.docx
THE MEDIC, A STORY for entertainment.docxTHE MEDIC, A STORY for entertainment.docx
THE MEDIC, A STORY for entertainment.docx
 
Aesthetic Design Inspiration by Slidesgo.pptx
Aesthetic Design Inspiration by Slidesgo.pptxAesthetic Design Inspiration by Slidesgo.pptx
Aesthetic Design Inspiration by Slidesgo.pptx
 
Sincerely, The Friday Club - Farewell Quiz-Finals.pptx
Sincerely, The Friday Club - Farewell Quiz-Finals.pptxSincerely, The Friday Club - Farewell Quiz-Finals.pptx
Sincerely, The Friday Club - Farewell Quiz-Finals.pptx
 
Biswanath Byam Samiti Open Quiz 2022 by Qui9 Grand Finale
Biswanath Byam Samiti Open Quiz 2022 by Qui9 Grand FinaleBiswanath Byam Samiti Open Quiz 2022 by Qui9 Grand Finale
Biswanath Byam Samiti Open Quiz 2022 by Qui9 Grand Finale
 
S10_E06-Sincerely,The Friday Club- Prelims Farewell Quiz.pptx
S10_E06-Sincerely,The Friday Club- Prelims Farewell Quiz.pptxS10_E06-Sincerely,The Friday Club- Prelims Farewell Quiz.pptx
S10_E06-Sincerely,The Friday Club- Prelims Farewell Quiz.pptx
 
What Life Would Be Like From A Different Perspective (saltyvixenstories.com)
What Life Would Be Like From A Different Perspective (saltyvixenstories.com)What Life Would Be Like From A Different Perspective (saltyvixenstories.com)
What Life Would Be Like From A Different Perspective (saltyvixenstories.com)
 
Taken Pilot Episode Story pitch Document
Taken Pilot Episode Story pitch DocumentTaken Pilot Episode Story pitch Document
Taken Pilot Episode Story pitch Document
 

Avouris eee 2012b

  • 1. EEE Project Workshop, Univ. Pompeu Fabra, Barcelona, September 12, 2012 On Designing Location-based Games for Learning Nikolaos Avouris University of Patras, Greece 1
  • 2. The UPatras HCI Group • Activity: Emphasis on Interactive Software Design and Evaluation • Size: 15+ researchers and support group • Infrastructure: Tools for interactive applications design, development and evaluation (Usability Laboratory ) 2
  • 3. Location-based games • Multiplayer games in which the play is affected by the players’ location. They involve embedding location specific and contextual information in physical spaces, so to create an interlinked physical and digital space . This is achieved through the use of mobile devices, wireless and sensing technologies. • Alternative terms used are hybrid reality games (emphasis in the interlinking of physical and digital realities), augmented reality games, or pervasive games (emphasis on the extension of game in temporal, spatial and social dimensions). 3
  • 4. Location-based games & learning De Souza & Delacruz (2006) claim that location- based games facilitate learning : • Social learning – Multiuser activities content is created through communication and collaboration • Experiential learning – The game provides opportunities for action and reflection on action • Situated learning – Activity in relevant physical location term used= augmented reality games 4
  • 5. Location-based games & learning Schrier (2006) proposed an evaluation framework for location-based games based on so called 21st century learning skills: 5 http://www.p21.org/
  • 6. Location based games architecture user profiles, user profiles, historical data historical data Game Engine Game Engine Virtual Virtual Run-time support Run-time support information information space space 3 (1) Interaction between Object jj Object Object ii Object players (2) Interaction with objects in physical space (3) Interaction with game 1 engine 2 Physical Space 6 From [Avouris&Yiannoutsou 2012]
  • 7. Interactivity modalities for location- based games • QR codes/ NFC scanning • Image recognition • Gestures • Location-based instructions encoding 7
  • 8. Scanning interaction modalities QR codes (quick response codes) (From Derby Museum, Connection to QRPedia) NFCtags (Near Field Communication) Source: NFC at Museum of London, Nokia (Youtube) 8
  • 9. Gesture interaction modalities Source: RExplorer (Youtube) Scan an image (GoogleGoggles) Gesture-based Source: Google Goggles at the interaction Getty Museum (Youtube) 9
  • 10. Location-based instructions encoding for progressing narration • Ruyi from whaiwhai (youtube, TGR) 10 http://www.whaiwhai.com/en
  • 11. Location-based games spaces Narrative space or game space the game- virtual- Virtual physical (digital) space spaces are linked Physical space through technology 11
  • 12. Location-based games: examples • The most cited (first generation) location based games: Savannah [Benford, 04], [Benford, 05a], [Benford 05b], FeedingYoshi [Bell, 06], Mobilegame [Schwabe 05], [Göth, 04], UncleRoy [Benford, 06], Camelot [Verhaegh, 06], [Soute, 07], [Soute, 10], CitiTag [Vogiazou, 07], [Vogiazou, 05], Relive the Revolution (RTR), [Schrier 06], [Schrier 05], CityExplorer [Matyas 07], [Schlieder 06], Hitchers [Drozd 06], Mogi [Licoppe 08], [Licoppe 05], Jindeo [Licoppe 06], Riot! [Blythe 06], Frequency1550 [Raessens 07], MobileHunters [Lonthoff 07] and AlienRevolt [De Souza 12 08]. From [Avouris&Yiannoutsou 2012]
  • 13. Location Based Games Classification Ludic tradition Treasure Hunts Action games Role Playing Games Pedagogic tradition Participatory Simulators Situated Language Learning Educational action games Hybrid tradition Museum Games Mobile fiction 13 From [Avouris&Yiannoutsou 2012]
  • 14. Location-based games: examples • The most cited (first generation) location based games: Savannah [Benford, 04], [Benford, 05a], [Benford 05b], FeedingYoshi [Bell, 06], Mobilegame [Schwabe 05], [Göth, 04], UncleRoy [Benford, 06], Camelot [Verhaegh, 06], [Soute, 07], [Soute, 10], CitiTag [Vogiazou, 07], [Vogiazou, 05], Relive the Revolution (RTR), [Schrier 06], [Schrier 05], CityExplorer [Matyas 07], [Schlieder 06], Hitchers [Drozd 06], Mogi [Licoppe 08], [Licoppe 05], Jindeo [Licoppe 06], Riot! [Blythe 06], Frequency1550 [Raessens 07], MobileHunters [Lonthoff 07] and AlienRevolt [De Souza 08]. 14 From [Avouris&Yiannoutsou 2012]
  • 15. Savannah [Benford, 04], [Benford, 05] Role playing simulation game, players move in the Savannah, try to survive as a lion 15
  • 16. Savannah [Benford, 04], [Benford, 05] Reflection phase interface 16
  • 17. Location-based simulation games: Environmental Detectives A place-based game created by MITtargeted at high school and university students. Students played the role of environmental engineers presented with an environmental emergency. The goal was to locate the source of a spill, identify the responsible party, design a remediation plan, and brief the authorities on any health and legal risks -all within two hours 17 http://education.mit.edu/ar/ed.html
  • 18. Situated Language Learning HELLO [Liu &Chu, 2010] The students played a game in which they used a mobile device to practice listening and speaking during their free time, to perform a treasure hunt game in the 18 campus.
  • 19. Educational action games: MobileMath [Wijers, 2010] • Like an action game: This game involves teams of players who compete on a playing field, with the goal to cover as much area as possible by constructing squares, rectangles or parallelograms using mobile phones with GPS receivers. This is done by physically walking to and clicking on each vertex (point). 19
  • 20. Games with not explicit pedagogical goal (e.g. in sites of culture) Ghost of a Chance • Role Playing Game, Players were asked to interpret weekly challenges by creating and mailing artifacts to the Museum. • Entered into the museum’s collection, these items represented a player-generated gallery collection that unlocked further clues in the game’s narrative. http://ghostsofachance.com/ 20
  • 21. Ghost of a Chance Smithsonian American Art MuseumUser-submitted images from the "Ghost of a Chance" interactive multimedia game at the Smithsonian American Art Museum 21
  • 22. Harnessing the social power: Crowdsourcing games • Crowdsourcing is the act of sourcing tasks traditionally performed by specific individuals to an undefined large group of people or community (crowd) through an open call 22
  • 25. Dora’s lost data http://museumgam.es/dora/ 25
  • 26. Crowd sourcing tasks • Stating preferences, voting on interesting objects, comments etc. • Tagging: unstructured text associated with objects • Debunking, criticizing: arguing against other peoples’ ideas, tags etc. • Recording personal stories: personal memories associated to a museum object • Linking objects or categorising: grouping of objects or associating them with themes (e.g. card sorting, museumscrabble) [M.Ridge, Everyone wins: Crowdsourcing games & Museums, MuseumNext, May 2011] 26
  • 27. Crowdsourcing games • They are fun and engaging • They are productive • Have high learning potential with sense of ownership of new knowledge (information and skills) • The museums learn too and adapt to their audience • Help players acquire, test and master new skills [M.Ridge, Everyone wins: Crowdsourcing games & Museums, MuseumNext, May 2011] 27
  • 28. Ookl mobile app http://www.ooklnet.com 28
  • 29. Ookl tell your own story 29
  • 32. Collaborative study of U.Patras and U.Bari 2010-2011 (network TwinTide) • Followed a ‘case study methodology’ • Analysis of published papers of 3 mobile games • Identified game design issues (317 issues) • Through focus group analysis the issues were reduced to 94 related to design of location- based games and learning • Card sorting techniques for grouping the issues in 5 design dimensions 32
  • 33. Design Dimensions (Ardito et al. 2011) • Game General Design, which refers to issues related to the overall game design process; • Control/Flexibility, which is a basic dimension of system usability, that with respect to the games considered in this paper, also refers to helping players to be aware of the effects of their choices on the game execution; • Engagement, which informs on how to provide an experience that captivates the players, by providing hints on how to structure the game, which tools to adopt, etc.; • Educational Aspects, which informs on interweaving of learning content into the game context, so that the game can have a valid learning influence on the players; • Social Aspects, which concerns the interaction among the players, role allocation etc. (the underlying assumption is that social activity, e.g. competition, can act as a motivational factor). 33
  • 34. #1. Game General Design 1.1 Exploit metaphors from real-life games, activities, stories Minimize changes to the physical place (e.g. modifications to the 1.2 physical structure, installation of special equipment like projectors, big displays, etc.) Create a multidisciplinary design team (including e.g. HCI, cultural 1.3 heritage, educational experts) Perform formative evaluations and pilot studies to check if tasks’ 1.4 difficulty is appropriate for the intended players Consider the social conventions of the place (e.g. not laughing in a 1.5 church) Consider to extend the game experience beyond the game session 1.6 (e.g. participating in a web community) Consider to include activities/events that are not part of the game, 1.7 but happen in the real world (e.g. the ceremony of change of the guard at noon) 1.8 Consider to include a game master (e.g. tutor, supervisor, coordinator) and her role: e.g. enforcing the rules, narrating the story 34
  • 35. #4. Educational Aspects Consider to include a pre-game activity to prepare players (e.g. some 4.1 lessons in classroom explaining the historical context in which the game is set) Game should emphasize either vertical or horizontal exploration of a place/topic, i.e., deeply exploring a limited space (or few objects or a 4.2 specific topic) vs. more superficially exploring a broad space (or many objects or several topics) Tasks should require players to link areas, locations, physical objects to 4.3 concepts, topics, etc. 4.4 Balance between competition and knowledge acquisition. Too much competition may have a negative impact on knowledge acquisition Include a debriefing phase after the game to allow players to reflect on the game experience. Design it as an individual/collaborative 4.5 game/activity that supports players to clarify and consolidate the game experience 35
  • 36. Validation of the guidelines: The Pompeii Design Workshop 36
  • 37. The Pompeii Design Workshop A location-based game design workshop structured in order to follow the use of guidelines and other background designers’ knowledge for structuring design activity of location-based games 37 http://hci.ece.upatras.gr/pompeiigame/
  • 38. The Pompeii Design Workshop • The participants were organized in groups of 3 to 5. Each group worked out the idea and description of design for a location-based game for the site of Pompeii. They used the worksheet and supporting background material. • The workshop so far has been run in 4 cases in Greece, Italy and France. •26 (3 to 14) designs were produced during these sessions. [Sintoris et al. forthcoming, 2013] 38 http://hci.ece.upatras.gr/pompeiigame/
  • 39. The Pompeii Design Workshop Material One instruction card for the participants One map of Pompeii, showing the location of six important places A description of the six places, in the form of text with photos (print on single-sided A3 sheet) Two concepts cards, that describe in some detail concepts that might be intersting learning topics A Worksheet, where the designers record their design. The instructions printed on the worksheet are intented as guides and one should insist on "filling" them out with vigor. 39
  • 40. Pompeii workshop: The worksheet • Title Have you thought about a title? • What are the components of the game. The actions of the players, the rules and mechanisms. The tools the players have, the aims and behaviours. As an example think of scrabble: The tiles with the letters, the points according to rarity of a letter, the board, tha randomness of the tiles. • The objective • What is the aim of the game? What will you explain to the players that they have to do? How will the player know about success? • The rules What are the basic rules? How are the guide the game to the end? Are there roles? Is there a narrative? • Use of tools & technology How will the smartphones be used? As information screens, communication, barcode scanners, GPS, maps, radar, compass, flashlight...? • Mechanisms How are the rules enforced? How is the game paced? Is there immersion in the atmosphere of the game? What about player communication? Awareness of the actions of the other players? Competion? Cooperation? Deception? • Location and real-world objects How are they involved in the game? How are the players interacting with them? • Behaviours and aesthetic result How do you expect the game to evolve over time? How will the players feel playing it? 40
  • 41. Design of location based games Reflection on our own experience: • MuseumScrabble – museum game • InvisibleCity RvS – city game 41
  • 42. MuseumScrabble: linking exhibits • Task to build connections between exhibits and themes/concepts that can be linked to more than one exhibit with different strength according to its relevance to the theme • The concepts may be embeded in a narrative that the players have to follow • Game is played by groups playing against each other • Players fight for resources (exhibits) as they capture the exhibits not allowing the opponents to use it. 42 http://hci.ece.upatras.gr/museumscrabble/
  • 43. MuseumScrabble link exhibits to themes/concepts [Youtube: museumscrabble] 43
  • 44. 44
  • 45. 45
  • 46. 46
  • 47. Design rationale • MuseumScrabble is based on the idea of the popular Scrabble word game. In Scrabble, the aim is to arrange tiles (letters) in meaningful sequences (words). 47
  • 48. From a board game to location-based game • In MuseumScrabble, the constructs letters that can be arranged to form words, have been replaced by topics and exhibits. They can be linked using special sentences, the hints. • A topic is a concept or field of knowledge or category, related to parts of the museum collection or the themes of the museum. Examples are geography, feminism, religion, art etc. • Each topic contains several hints. A hint is a short sentence that can be applied to exhibits in the museum related to the topic. • The challenge to the players is to link an exhibit to a relevant topic by discovering which exhibit fits the particular topic- hint pair in a meaningful way. Evaluation of MuseumScrabble: [Sintoris et al. 2010] 48
  • 49. New version: Benaki Museum Scrabble • New game flow [Karpathiotaki et al. 2012] • New narrative • Different kind of exhibits – historic period • Strong link to non exhibited objects http://hci.ece.upatras.gr/bms/ 49
  • 51. 51
  • 52. 52
  • 53. Flow of Mafia game 53
  • 54. Flow of RvS game 54
  • 55. Flow of RvS game 55
  • 56. 56
  • 58. 58
  • 59. Adding digital content in the city 59
  • 60. 60
  • 61. 61
  • 62. 62
  • 63. 63
  • 64. 64
  • 65. 65
  • 66. 66
  • 68. contribution of tasks/riddles by the players Mission tasks may be contributed through a web site (e.g. a school teacher can design a specific version of the game for a school party) [Sintoris et al. 2011 ] 68
  • 69. Game content editor (google+ app) 69 Rubén Muñoz and Christos Sintoris, 2012
  • 70. Active participation of the public is a mission for institutions of culture Nina Simon: The Participatory Museum 70
  • 71. Player-created/adapted Games By developing their own Games students can show what they have learned, and they can also “explore various hypotheses” using the game (Klopfer, 2008). Director view vs Actor view in Frequency 1550 (Akkerman et al. 2009) User configuration of game elements is a tool for learning (Yiannoutsou et al. 2011). 71
  • 72. New authoring tools to involve players in game creation adaptation e.g. Taleblazer • TaleBlazer is a new rich Internet application from MIT's STEP lab to author smartphone location-based augmented reality (AR) games. For location-based AR game building. • Features : – Visual blocks-based scripting – Interactive data layers and sampling - create models for player exploration and discovery of scientific topics. – Conditional dialog creator - interact with characters in new ways http://education.mit.edu/projects/taleblazer 72
  • 73. The way ahead • Patterns for migration of traditional games to location-based games • Narrative dimension in contextualizing digital space and linking to physical space • User participation in game design and adaptation, methods and tools, the social trail 73
  • 75. refs C. Ardito, R. Lanzilotti, D. Raptis, C. Sintoris, N. Yiannoutsou, N. Avouris, M.F. Costabile, (2011). "Designing pervasive games for learning", Proceedings, HCI International 2011, July 2011, Orlando, Florida, USA. LNCS-6770 (PART 2) pp. 99-108, Springer. Sintoris, C., Dimitriou, S., Yiannoutsou, N., Avouris, N.: Invisible City: Rebels Vs Spies. http://www.webcitation.org/5xE2OsK8U (2010) Sintoris C., Stoica A., Papadimitriou I., Yiannoutsou N., Komis V., Avouris N. (2010). MuseumScrabble: Design of a mobile game for children's interaction with a digitally augmented cultural space, International Journal of Mobile Human Computer Interaction, 2(2), 53-71, April-June 2010. de Souza e Silva, A., Delacruz, G.C.: Hybrid Reality Games Reframed: Potential Uses in Educational Contexts. Games and Culture 1(3), 231–251 (2006) Avouris N., Yiannoutsou, N., (2012), A review of mobile location-based games for learn-ing across physical and virtual spaces, Journal of Universal Computer Science, vol 18. Schrier, K.L. “Using Augmented Reality Games to Teach 21st Century Skills.” ACM SIGGRAPH 2006 Educators Program. SIGGRAPH ’06. New York, USA: ACM, 2006. Yiannoutsou, N. & Avouris, N. (2010). Reflections on use of location-based playful narra-tives for learning. Proc. of Mobile Learning (pp. 149–156). Porto, Portugal: Iadis Press. Yiannoutsou, N., Avouris, N., (2012). Mobile games in Museums : from learning through game play to learning through game design, ICOM Education, vol. 23 (2012). Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. T., Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, Vol. 25, (4), 2009, pp. 332-344. Klopfer, E. (2008) Augmented Learning: Research and Design of Mobile Educational Games. MIT Press, Cambridge, MA. Yiannoutsou N., Sintoris C., Avouris N, End User configuration of game elements: Game construction as learning activity, IS-EUD 2011 Akkerman S. et al, Storification in History Education: A mobile game in and about medieval 75 Amsterdam, Computers & Education 52 (2009)