1) The document describes an interactive game called ROAM that involves entering parameters like an origin and destination to receive walking directions and prompts to engage with one's surroundings by describing objects in 3 words.
2) It references works like "ROAM: WALKING, MAPPING, AND PLAY IN ART AND ART EDUCATION" that discuss walking, mapping, and play as it relates to art and art education.
3) It provides information for the ROAM project website and images of works derived from the game including a pedestrian network map, installations, and playing cards.
6. ROAM: WALKING, MAPPING, AND PLAY IN
ART AND ART EDUCATION
Studies in Art Education (in review)
Adetty Pérez de Miles & Julie Libersat
WALKING AND MAPPING IN ART PRACTICE:
Emergent Cartography and Spatial Exchange
2015 National Art Education Association Conference
Research Lecture
7. ROAM, 2015, Web application & interactive game prototype
DIRECTION PROMPT CAPTURE PROMPTSAFETY FIRSTHOME
WWW.ROAMGETLOST.COM
The project I will present for you tonight is ROAM, an interactive game for smart phones that helps players get lost.
ROAM is a creative tool for urban exploration that subverts our reliance upon GPS navigation technologies.
Players get lost and then must document their journey, using photo, video, audio or written documentation.
Players enter either, their origin and destination, the amount of time they want to get lost or the area they want to get lost in.
The game reroutes them on a path that is optimized for disorientation
Players follow navigation instructions and are prompted to respond to and document their surroundings.
The game provides interactive and location aware prompts that encourage players to creatively capture their journey.
For example, the game might instruct you to turn right and look for something red and then describe it in three words. It could also set a rule that at each fire hydrant, you turn in a circle.
Players can shoot video, panorama photo to capture a street scene, record soundscapes or be prompted to describe their experience with words.
Over time, many players’ journeys are compiled on a map with geotagged points that creates an experiential representation of space.