Anton Eliens
Creative Technology / University Twente
multimedia @ VU / Amsterdam
Research in ubiquitous computing is inherently a multi-disciplinary activity. Creative application and development of technology is one essential ingredient of ubiquitous computing which however requires in-depth access to the relevant technologies that goes beyond a mere literature study or an occasional cooperation.
(...) We are establishing a living environment as an open resource and show-case facility for ubiquitous technology in realistic settings: the Smart eXperience lab (SmartXP).
The SmartXP is an important tool for prioritising the research agenda, both in the technical and social sciences. The SmartXP provides essential facilities for small and medium scale projects with flexible experimentation grounds in a realistic setting, with knowledgeable users and competing technology.
values (1)
When we play games, we experience relaxation, concentration, cohesion, elation, adventurous thinking, constant challenge, and relief. We want more of these things in everyday life.
values (2)
When we play games, we feel awed, sneaky and backwards. We should feel like this in real life, too.
beliefs (1)
A well-designed game can make someone more responsive to clues in the environment. It can help someone recognize opportunitIes.
positional color(s)
sample 2
(rfid) identity -- when user signs in user's avatar is added to main screen, avatar reacts to user's sensors, avatars have some A.I., when users have a conversation avatars will react also.
sample 3
personal avatar(s) -- e.g. with skills (video editing); concept: sport game with all avatars; space where avatars can be dragged to, resulting in a mind map of that avatar, e.g. with a website, portfolio, blog, hobbies, etc.
sample 4
dynamic city -- where everybody has a house and an avatar: People's houses get integrated into the city. Everybody can update his position in the city according to his position in real-life. (possibly with RFID scanners instead)
sample 5
pacman labyrinth -- multiplayer pacman / haunted labyrinth / cross-over game; no fairytales! labyrinth is dynamic. It changes continuously, so that players get stuck and have to wait until they are released. Apart from eating cookies, players also eat eachother
sample 6
catch the image -- one picture "flies" over the screen, you have to "catch it" with your mouse (click on it). Then you get a question about me (e.g. what is my name?). When you're wrong, you get the right answer and have to catch it again. When you're right, the picture explodes and two new pictures appear. Target or goal is to catch as many pictures as possible, e.g. in a determined time. At the end, you get a big picture assembled by the smaller ones, and you have me!
sample 7
orbital hyves -- friends / family / love; a person can make his own planetary system, where his hyves contacts are categorized, other systems can be visited. You can view someone's house by clicking a planet.
sample 8
road to technology -- the idea is quite simple: a sketch of my interpretation of getting towards the required knowledge to be a great creative technologist. It turned into some sort of a "classic" Mario-ish game in which I am facing different obstacles.
It would be nice to have our entire class to enter this game, some floating quicker than others and people perhaps bumping into eachother, creating more speed.
story of SmartXP
SmartXP -- 2 planes [ creativity / technology ]
SmartXP is divided in two planes, full with a variety of objects. Objects in the Creative part look at first sight creative, but are deep inside still Technologic. For objects in the Techology part, it is the other way around. A person walks around, observes, and uses. After that s/he goes to the CreaTester, which tests the person on what s/he observed in the objects, what choices s/he made, etcetera. --> The system computes the location of the person, and beams it on the screen.
direction(s)
technology exploration(s)
In this paper, we have sketched our ideas and sample scenarios for games in interactive space(s), within the ongoing theme of game development in the Creative Technology curriculum. Although a significant part of the development effort remains unexplored, the material presented here should clarify issues involving mappings between real and virtual spaces, as well as metaphors and logics suitable for dealing with the technological innovations leading to interactive space(s) in the private and public domain.