Conference Paper

Lifestyle Ubiquitous Gaming: Making Daily Lives More Plesurable.

Waseda Univ., Tokyo
DOI: 10.1109/RTCSA.2007.45 Conference: 13th IEEE International Conference on Embedded and Real-Time Computing Systems and Applications (RTCSA 2007), 21-24 August 2007, Daegu, Korea
Source: DBLP


In this paper, we propose a novel computer gaming style Lifestyle Ubiquitous Gaming, where our experience is enriched in our daily lives by using gaming concepts. In lifestyle ubiquitous gaming, human daily activities are implicitly tracked and interpreted. Then, the feedback of the activities are returned to a user as a game system' presentation. The user can enjoy the game without too much conscious. This characteristic has a very big difference from traditional gaming. We describe the motivation and conceptual framework of lifestyle ubiquitous gaming, and show two case studies that we have conducted to demonstrate our proposal's feasibility and effectiveness.

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    • "In these cases, technology can be applied indirectly as a tool to motivate behavioral change. In [1] [22] we argued that ubiquitous lifestyle feedback systems that provide immediate feedback for user behavior are a promising means of effecting lifestyle change in areas such as health and energy conservation. "
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    ABSTRACT: Ambient lifestyle feedback systems are embedded computer systems designed to motivate changes in a person's lifestyle by reflecting an interpretation of targeted behavior back to the person. Other interactive systems including "serious games" have been applied for the same purpose in areas such as nutrition, health and energy conservation, but they suffer from drawbacks such as inaccurate self-reporting, burdens placed on the user, and lack of effective feedback. Ambient lifestyle feedback systems overcome these challenges by relying on passive observation, calm presentation style and emotionally engaging feedback content. In this paper, we present an ambient lifestyle feedback system concept and provide insights from the design and implementation of two prototype systems, Virtual Aquarium and Mona Lisa Bookshelf. In particular, we discuss the theory and practice of effective feedback design by drawing on elementary behavioral psychology and small-scale user studies. The work is aimed at aiding in the design of ambient persuasive technologies and ambient interaction in general.
    Proceedings of the Conference on Designing Interactive Systems, Cape Town, South Africa, February 25-27, 2008; 02/2008
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    ABSTRACT: This paper describes the pervasive game is a unique pervasive game that is story-driven where the story evolves through multiple media channels interacting with the player. The game interacts with the user on a cellphone and a PC, and the game provides unique gaming experience by introducing gameplay elements through comics, web hacks, Blogs, a 3D-client, a database transaction visualizer, a cellphone client and an Applet client. The game is an example of pervasive game that integrates gaming, the web, fine art and social critique. The paper describes the process of building this game through integrating various open source software and running multiple student projects. Further, the paper reveals challenges in building multi- channel pervasive games and identifies how this was solved in the project. The contribution of this paper is the description of a novel pervasive game and the experiences from designing and implementing this game.
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    ABSTRACT: Modern technology enables products to be sensitive and responsive to people and are changing the way we interact with everyday objects, by which it is possible that objects can shape human behaviors unobtrusively and unconsciously. In this paper, we propose augmented aesthetic interactions as a better way to embody calm, persuasive technology. To illuminate the idea, we propose the three designs with the intention of exploring possibilities of behaviors shaping for user desired lifestyles. The three conceptual designs are respectively merged into three daily activities: dining, working and driving. The objectives of persuasions are slowing down, sitting right and saving fuel. The design principles, including implicit interaction, aesthetic feedback, and emotional engagement, are proposed by us for developing designs that are consistent with the theme. In the design process, designers are led to prescribing feedback as well as technology for creating human-object interaction in calm and aesthetic manners. To attain different attempts of persuasion, provoking users' emotional responses at various levels by interaction design works as a design strategy and also brings us issues remaining to be studied.
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