Lifestyle Ubiquitous Gaming: Making Daily Lives More Plesurable.
ABSTRACT 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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Conference Paper: Unexceptional.net[Show abstract] [Hide abstract]
ABSTRACT: This paper describes the pervasive game unexceptional.net. Unexceptional.net 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 multichannel pervasive games and identifies how this was solved in the unexceptional.net project. The contribution of this paper is the description of a novel pervasive game and the experiences from designing and implementing this game.Games Innovations Conference, 2009. ICE-GIC 2009. International IEEE Consumer Electronics Society's; 09/2009
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ABSTRACT: Pervasive and social game is an emerging game genre which brings more physical movement and social interactions into game. This article proposes the conceptual framework TeMPS that systematically characterizes the important aspects of pervasive and social games. Further, around thirty games in different sub-genres are reviewed by analyzing and fitting them into the framework. The framework is helpful for game designers to understand and communicate about such games. Further, it contributes to conceptual modeling of pervasive and social games, and to the construction of a game modeling tool.Digital Game and Intelligent Toy Enhanced Learning, IEEE International Workshop on. 01/2010;
Conference Paper: Augmentation of toothbrush by modulating sounds resulting from brushing[Show abstract] [Hide abstract]
ABSTRACT: Brushing teeth is a daily habit to maintain oral hygiene, including the maintenance of oral cleanliness and prevention of caries and periodontal disease. However, tooth brushing is often not carried out correctly or forgotten because the task is boring. Although several works have contributed to improving brushing performance and motivation, the feedback seems to be very remote from the brushing itself, i.e., not intuitive. In this study, we establish two objectives to deal with these issues. The first is not to present information on a visual display, but to augment the ordinary tooth brushing experience consisting of haptic and auditory sensations, while the other is to design the modulation so that users feel as if their teeth are gradually becoming cleaner, thereby providing the necessary motivation. To achieve these aims, we propose a novel approach to augment the tooth brushing experience by modulating the brushing sounds to make tooth brushing entertaining in an intuitive manner. A microphone embedded in the toothbrush records the brushing sounds, which are presented to users after being modified by a PC. In the experiment, we demonstrate that increasing the sound gain and manipulating the frequency can control the overall impression of brushing by giving a sense of comfort and accomplishment.Proceedings of the 9th international conference on Advances in Computer Entertainment; 11/2012