Research and Design for Tangible and Tabletop Games
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See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/254257109 Designing tangibles for children: Games to think with Conference Paper · January 2007 CITATIONS READS 2 245 1 author: Alissa Antle Simon Fraser University 113 PUBLICATIONS 1,178 CITATIONS SEE PROFILE Some of the authors of this publication are also working on these related projects: MInd-Full: Brain Computer Application for Children View project PhonoBlocks: Tangible Reading System for Children with Dyslexia View project All content following this page was uploaded by Alissa Antle on 03 February 2015. The user has requested enhancement of the downloaded file. All in-text references underlined in blue are added to the original document and are linked to publications on ResearchGate, letting you access and read them immediately. Tangible Play Research and Design for Tangible and Tabletop Games Workshop at the 2007 Intelligent User Interfaces Conference January 28, 2007 Honolulu, Hawaii, USA Organized By Elise van den Hoven Ali Mazalek User-Centered Engineering Group Synaesthetic Media Lab Industrial Design Department LCC Digital Media & GVU Center Eindhoven University of Technology Georgia Institute of Technology [email protected] [email protected] Workshop Proceedings Tangible Play Research and Design for Tangible and Tabletop Games Workshop at the 2007 Intelligent User Interfaces Conference January 28, 2007 Honolulu, Hawaii, USA Abstract Many people of all ages play games, such as board games, PC games or console games. They like game play for a variety of reasons: as a pastime, as a personal challenge, to build skills, to interact with others, or simply for fun. Some gamers prefer board games over newer genres, because it allows them to socialize with other players face-to-face, or because the game play can be very improvisational as players rework the rules or weave stories around an unfolding game. Conversely, other gamers prefer the benefits of digital games on PCs or consoles. These include high quality 3D graphics, the adaptive nature of game engines (e.g. increasing levels of difficulty based on player experience) and an abundance of digital game content to explore and experience. With the increasing digitization of our everyday lives, the benefits of these separate worlds can be combined in the form of tangible games. For example, tangible games can be played on digital tabletops that provide both an embedded display and a computer to drive player interactions. Several people can thus sit around the table and play digital games together. Table of Contents Workshop Schedule ..................................................................................................................... 7 Author Index ................................................................................................................................. 8 Workshop Proposal Paper......................................................................................................... 10 Tangible Play: Research and Design for Tangible and Tabletop Games .............................................. 10 Hoven, E.v.d., Mazalek, A. Guest Presenter Biography....................................................................................................... 15 Guest Presenter Paper............................................................................................................... 16 Entertaible: A Solution for Social Gaming Experiences ......................................................................... 16 Loenen, E.v., Bergman, T., Buil, V., Gelder, K.v., Groten, M., Hollemans, G. Hoonhout, J., Lashina, T., Wijdeven, S.v.d. Position Papers........................................................................................................................... 20 Designing Tangibles for Children: Games to Think With........................................................................ 21 Antle, A.N. Patcher: A Tangible Game for Making Ecological Simulations in Museum Settings.............................. 25 Fernaeus, Y., Tholander, J. Dynamic Rules: Towards Interactive Games Intelligence...................................................................... 29 Frapolli, F., Hirsbrunner, B., Lalanne, D. Collaborative Play through Digital and Physical Interaction................................................................... 33 Frederking, J., Cruz, M., Overbeeke, K., Baskinger, M. Tangible and Collectible Entertainment System with Capsule Vending Machine .................................. 37 Fukuchi, K., Izawa, Y., Kusunoki, F. Going through Digital versus Physical Augmented Gaming................................................................... 41 Lalanne, D., Evéquoz, F., Chiquet, H., Muller, M., Radgohar, M., Ingold, R. Wearable RFID for Play......................................................................................................................... 45 Medynskiy, E., Gov, S., Mazalek, A., Minnen, D. ApartGame: a Multi-User Tabletop Game Platform for Intensive Public Use......................................... 49 Mortel, D.v.d, Hu, J. Play Together: Playing Games across Multiple Interactive Tabletops ................................................... 53 Wilson, A.D., Robbins, D.C. Workshop Schedule 09:00 - 09:15 Introduction to workshop 09:15 - 10:00 Guest speaker presentation Loenen, E.v. Entertaible: A Solution for Social Gaming Experiences 10:00 - 10:30 Position paper presentations - Evaluating Games Mortel, D.v.d., Hu, J. ApartGame: a Multi-User Tabletop Game Platform for Intensive Public Use Lalanne, D., Evéquoz, F., Chiquet, H., Muller, M., Radgohar, M., Ingold, R. Going through Digital versus Physical Augmented Gaming 10:30 - 11:00 Break 11:00 - 11:45 Position paper presentations - Enabling Technologies Wilson, A.D., Robbins, D.C. Play Together: Playing Games across Multiple Interactive Tabletops Frapolli, F., Hirsbrunner, B., Lalanne, D. Dynamic Rules: Towards Interactive Games Intelligence Medynskiy, E., Gov, S., Mazalek, A., Minnen, D. Wearable RFID for Play 11:45 - 12:45 Position paper presentations - Children's Play Antle, A.N. Designing Tangibles for Children: Games to Think With Fukuchi, K., Izawa, Y., Kusunoki, F. Tangible and Collectible Entertainment System with Capsule Vending Machine Fernaeus, Y., Tholander, J. Patcher: A Tangible Game for Making Ecological Simulations in Museum Settings Frederking, J., Cruz, M., Overbeeke, K., Baskinger, M. Collaborative Play through Digital and Physical Interaction 12:45 - 01:45 Lunch 01:45 - 02:00 Introduction to afternoon brainstorming and discussion 02:00 - 03:30 Brainstorming in break-out groups 03:30 - 04:00 Break 04:00 - 05:30 Regroup and discuss break-out results 05:30 - 06:00 Wrap-up and future directions Author Index Antle, Alissa Simon Fraser University [email protected] Baskinger, Mark Carnegie Mellon University [email protected] Bergman, Tom Philips Philips Research Laboratories Eindhoven Buil, Vincent Philips Research Laboratories Eindhoven Chiquet, Hervé University of Fribourg Cruz, Michael Designer [email protected] Evéquoz, Florian University of Fribourg Fernaeus, Ylva Stockholm University [email protected] Frapolli, Fulvio University of Fribourg [email protected] Frederking, Julia Designer [email protected] Fukuchi, Kentaro The University of Electro-Communications [email protected] Gov, Susan Georgia Institute of Technology [email protected] Gelder, Kero van Philips Research Laboratories Eindhoven Groten, Maurice Philips Research Laboratories Eindhoven Hirsbrunner, Béat University of Fribourg [email protected] Hollemans, Gerard Philips Research Laboratories Eindhoven Hoonhout, Jettie Philips Research Laboratories Eindhoven Hoven, Elise van den Eindhoven University of Technology [email protected] Hu, Jun Eindhoven University of Technology [email protected] Ingold, Rolf University of Fribourg Izawa, Yu Tama Art University [email protected] Kusunoki, Fusako Tama Art University [email protected] Lalanne, Denis University of Fribourg [email protected] Lashina, Tatiana Philips Research Laboratories Eindhoven Loenen, Evert van Philips Research Laboratories Eindhoven [email protected] Mazalek, Ali Georgia Institute of Technology [email protected] Medynskiy, Yevgeniy Georgia Institute of Technology [email protected] Minnen, David Georgia Institute of Technology [email protected] Mortel, Dirk van de Eindhoven University of Technology [email protected] Muller, Mathias University of Fribourg Overbeeke , Kees Eindhoven University of Technology [email protected] Radgohar, Mehdi University of Fribourg Robbins, Daniel C. Microsoft Research [email protected] Tholander, Jakob Södertörn University College [email protected] Wijdeven, Sander van den Philips Research Laboratories Eindhoven Wilson, Andrew D. Microsoft Research [email protected] Tangible Play: Research and Design for Tangible and Tabletop Games Elise van den Hoven Ali Mazalek User-Centered Engineering Group Synaesthetic Media Lab Industrial Design Department LCC Digital Media / GVU Center Eindhoven University of Technology Georgia Institute of Technology Eindhoven, The Netherlands Atlanta GA, USA [email protected] [email protected] INTRODUCTION Many people of all ages play games, such as board games, PC games or console games. They like game play for a variety of reasons: as a pastime, as a personal challenge, to build skills, to interact with others, or simply for fun. Some gamers prefer board games over