Published on May 2, 2007
Collaboration Control Freaks is a Master’s Exemplar is a doctorate design thesis from Interaction project from Stanford Design Institute Ivrea. University’s HCI Group.
Control Freaks Framing Transforming everyday contexts into opportunities for play Enabling new social experiences through technology
Playing with the real world
Playing with the real world A device that attaches onto the bus strap and transforms it into a game play device
The same device could attach to any object and turn it into a game play object
A microwave to play Pong?
A girl to play Pacman?
Concept Control Freaks are devices that attach to existing everyday things and turns them into interactive game play objects.
Concept The Control Freaks device maps physical movement to game actions.
The host object The Control Freak device
Game Models Open system that maps movement to game actions Determining games from given actions Seeking out specific host objects to play Seeking out specific physical affordances to play
Device Models as a peripheral.... as a toy character....
Clamp attaches Detects motion Wireless Control Freak Clamps
Control Freaks Clamp Value Propositions Generic peripheral can be mapped to any game Potential to be adopted by mainstream gamers and developers as peripheral controller Use of multiple clamps can contribute to more complex interactions
Characterization and Narrative Physical qualities of the character can suggest its use Imbuing the device with character and story can be a driver for attachment and play
Affordance Studies suck hug bite cling wrap
Control Freak Friends
Control Freak Friends Attach
Getting to this point
Representation DOES matter
Exemplar This is where Exemplar comes in What is Exemplar? What does Exemplar do? - Thresholding, Pattern Matching, Smoothing What interface does Exemplar provide for the designer System architecture (Java <-> Flash)
3 Games at the Interactivity Demo 3 Games at the demo
Building Upon Everyday Play Abstract Most of today’s video game strategies are based on a static set of game controls and player actions that
Most of today's video game strategies are based on a static set of game controls and player actions that remain oblivious to the player's context and own ...
Publication years: 2002-2016: Publication count: 86: Citation Count: 1,472: Available for download: 72: Downloads (6 Weeks) 862: Downloads (12 Months ...
Building upon everyday play Zhang, Haiyan; Hartmann, Bjöern CHI 2006 ¢ Interactivity 2007 AprilApril 28-May ¢3, 2007 ¢ San Jose, CA, USA 22-27, 2006 ...
Building upon everyday play on ResearchGate, the professional network for scientists.
Building Upon Everyday Play is the result of a collaboration of Control Freaks, a pervas. Buiding lponUEve ydra Pyay laHiya Znang hDEOI, ...
Building Upon Everyday Play is the result of a collaboration of Control Freaks, a pervasive gaming experience project, and Exemplar, ...
Building Upon Everyday Play Abstract Most of today’s video game strategies are based on a static set of game controls and player actions that remain ...
Building upon everyday play. Haiyan Zhang, Björn Hartmann: 2007 : CHI (2007) 10 : 0 Retrieved from "http://hypatia.cs.ualberta.ca/reason/index.php ...