Building Upon Everyday Play represents a new opportunity for game play. Where the players environment and own creativity is leveraged to create play opportunities outside of the on-screen game. By utilizing motion as the key data input, we take advantage of the players physical interactions with the things around them, resulting in a more pervasive gaming experience.
2. Collaboration
Control Freaks is a Masters Exemplar is a doctorate
design thesis from Interaction project from Stanford
Design Institute Ivrea. Universitys HCI Group.
3. Control Freaks Framing
Transforming everyday contexts into opportunities for play
Enabling new social experiences through technology
12. 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
14. Clamp attaches
Detects motion
Wireless
Control Freak Clamps
15. 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
16. 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
22. 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)
26. 3 Games at the Interactivity Demo
3 Games at the demo