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Augmented Traditional Games Project
           Tetsuo Yamabe

           Distributed and Ubiquitous Computing Lab., Waseda University




2011   3   8
Concept


               Augmented traditional game series aim at extending
               the functionality of gaming to enhance UX, without
               losing their original look-and-feel.




2011   3   8
Tangible, multimodal, social




2011   3   8
Augmented game play




               Hiroshi Ishii, Craig Wisneski, Julian Orbanes, Ben Chun, and Joe Paradiso. 1999.
               PingPongPlus: design of an athletic-tangible interface for computer-supported
               cooperative play. In Proc. of CHI '99.


2011   3   8
Work flow
                                 Game environment


                Sensing
                                Game        Human
                                items       players


                             Game logic
                                           Feedback
               Game event     collation
               recognition
                              Logging       Preview

2011   3   8
Concentration                  Use cases
                 Support players
                 switching between in-
                 game tasks and
                 important secondary
                 factors.
               Challenge
                 Stimulate and support
                 players in their own
                 creation of game
                                         Adapted from “Steve Hinske and Marc
                 scenarios and pacing.   Langheinrich. 2009. W41K: digitally
                                         augmenting traditional game
                                         environments. In Proc. of TEI '09”.

2011   3   8
Player Skills                      Use cases
                 Enable players’ skills to
                 be developed in a
                 flexible pace set by the
                 players.
               Control
                 Enable players to
                 quickly get a picture of
                 the current status in the
                 game world.                 Adapted from “Steve Hinske and Marc
                                             Langheinrich. 2009. W41K: digitally
                                             augmenting traditional game
                                             environments. In Proc. of TEI '09”.

2011   3   8
Immersion
                 Enable players to shift        Use cases
                 focus between virtual
                 and physical parts
                 without loss of
                 immersion.
               Social Interaction
                 Support and enable
                 possibilities for game
                 oriented, meaningful
                 and purposeful social
                                           Adapted from “Steve Hinske and Marc
                 interaction within the    Langheinrich. 2009. W41K: digitally
                 gaming system.            augmenting traditional game
                                           environments. In Proc. of TEI '09”.

2011   3   8
Clear Goals
                                                  Use cases
                 Support the players in
                 forming and
                 communicating their
                 own intermediate goals.
               Rules
                 Make game state
                 accessible to players at
                 all times and report rule
                 violations immediately
                 and in an adequate          Adapted from “Steve Hinske and Marc
                 way.                        Langheinrich. 2009. W41K: digitally
                                             augmenting traditional game
                                             environments. In Proc. of TEI '09”.

2011   3   8
Competition                     Use cases
                 Provide means to the
                 players for a smooth
                 engagement in a fair
                 competition.
               (Quantifiable) Outcome
                 Keep score of the game
                 and allow players to
                 always inquire the
                 current score.           Adapted from “Steve Hinske and Marc
                                          Langheinrich. 2009. W41K: digitally
                                          augmenting traditional game
                                          environments. In Proc. of TEI '09”.

2011   3   8
Decisions
                 Allow players to make           Use cases
                 decisions anytime and
                 give immediate
                 feedback by suitable
                 means.
               Emotional Attachment
                 Provide the players with
                 a compelling
                 experience that
                 seamlessly combines
                                            Adapted from “Steve Hinske and Marc
                 different media and        Langheinrich. 2009. W41K: digitally
                 multimodal interactions.   augmenting traditional game
                                            environments. In Proc. of TEI '09”.

2011   3   8
Use cases


               Fun
               Practice
               Research




2011   3   8
Case studies




2011   3   8
Making non-gaming
           activities playful




2011   3   8
Design issues

           Seamless device integration to the game environment
           Playfulness towards sustainable intrinsic motivation
           Unobtrusive feedback with less cognitive load
           Portable, handy, and robust setup for commercialization
           Better understanding of the essentials of game mechanism




2011   3   8
Contact


               Tetsuo Yamabe (PM)
                Research associate, Waseda University
                yamabe@dcl.info.waseda.ac.jp




2011   3   8

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Augmented Traditional Games Project Brief Introduction

  • 1. Augmented Traditional Games Project Tetsuo Yamabe Distributed and Ubiquitous Computing Lab., Waseda University 2011 3 8
  • 2. Concept Augmented traditional game series aim at extending the functionality of gaming to enhance UX, without losing their original look-and-feel. 2011 3 8
  • 4. Augmented game play Hiroshi Ishii, Craig Wisneski, Julian Orbanes, Ben Chun, and Joe Paradiso. 1999. PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play. In Proc. of CHI '99. 2011 3 8
  • 5. Work flow Game environment Sensing Game Human items players Game logic Feedback Game event collation recognition Logging Preview 2011 3 8
  • 6. Concentration Use cases Support players switching between in- game tasks and important secondary factors. Challenge Stimulate and support players in their own creation of game Adapted from “Steve Hinske and Marc scenarios and pacing. Langheinrich. 2009. W41K: digitally augmenting traditional game environments. In Proc. of TEI '09”. 2011 3 8
  • 7. Player Skills Use cases Enable players’ skills to be developed in a flexible pace set by the players. Control Enable players to quickly get a picture of the current status in the game world. Adapted from “Steve Hinske and Marc Langheinrich. 2009. W41K: digitally augmenting traditional game environments. In Proc. of TEI '09”. 2011 3 8
  • 8. Immersion Enable players to shift Use cases focus between virtual and physical parts without loss of immersion. Social Interaction Support and enable possibilities for game oriented, meaningful and purposeful social Adapted from “Steve Hinske and Marc interaction within the Langheinrich. 2009. W41K: digitally gaming system. augmenting traditional game environments. In Proc. of TEI '09”. 2011 3 8
  • 9. Clear Goals Use cases Support the players in forming and communicating their own intermediate goals. Rules Make game state accessible to players at all times and report rule violations immediately and in an adequate Adapted from “Steve Hinske and Marc way. Langheinrich. 2009. W41K: digitally augmenting traditional game environments. In Proc. of TEI '09”. 2011 3 8
  • 10. Competition Use cases Provide means to the players for a smooth engagement in a fair competition. (Quantifiable) Outcome Keep score of the game and allow players to always inquire the current score. Adapted from “Steve Hinske and Marc Langheinrich. 2009. W41K: digitally augmenting traditional game environments. In Proc. of TEI '09”. 2011 3 8
  • 11. Decisions Allow players to make Use cases decisions anytime and give immediate feedback by suitable means. Emotional Attachment Provide the players with a compelling experience that seamlessly combines Adapted from “Steve Hinske and Marc different media and Langheinrich. 2009. W41K: digitally multimodal interactions. augmenting traditional game environments. In Proc. of TEI '09”. 2011 3 8
  • 12. Use cases Fun Practice Research 2011 3 8
  • 14. Making non-gaming activities playful 2011 3 8
  • 15. Design issues Seamless device integration to the game environment Playfulness towards sustainable intrinsic motivation Unobtrusive feedback with less cognitive load Portable, handy, and robust setup for commercialization Better understanding of the essentials of game mechanism 2011 3 8
  • 16. Contact Tetsuo Yamabe (PM) Research associate, Waseda University yamabe@dcl.info.waseda.ac.jp 2011 3 8