Title: Orchestrating a Mixed Reality Game On the Ground Mixed Reality Laboratory Andy Crabtree, Steve Benfo
1Orchestrating a Mixed Reality Game On the
GroundMixed Reality LaboratoryAndy Crabtree,
Steve Benford, Tom Rodden, Chris Greenhalgh,
Martin Flintham, Rob Anastasi, Adam Drozd Blast
TheoryMatt Adams, Ju Row-Farr and Nick
Tandavanitj University College LondonAnthony
Steed
2Can You See Me Now?
- Brief overview of the playing of mobile, mixed
reality game - Report features
- Challenge of further developing a mixed reality
game - Addressing the challenge ethnographic study of
the orchestration of a mixed reality game on the
ground - Consideration of the design implications to
emerge from the study
3Challenge of Mixed Reality Gaming
- Orchestrating game play
- Traditional focus control room
- More recent trend work on the ground
- Salient due to perceived problems of scale
- Need to decentralise orchestration
- But what kind of support do participants require
to orchestrate their work on the ground?
4Addressing the Challenge
- Learning from practice
- Ethnography (just a data gathering method)
- Ethnomethodology (a way of analysing data)
- Vulgar work of the streets (analytic focus)
- The ordinary work of a setting (video)
- The ordinary competences that participants
routinely and methodically exercise to concert or
orchestrate their activities - Concerted practices for making the technology
work
5The Technology
- Can You See Me Now?
- A game of chase in both real and virtual space
- Up to 15 online players simultaneously logged on
over the Internet - Chased through a virtual model of a citys
streets by 4 runners located on the real city
streets - Location-based capture (5 metres)
- Exploits a 3D virtual model, handheld computers,
GPS, WiFi (802.11b) wireless local area network
6The Online Players View
- The 3D model
- Map view
- Birds eye view
- Ground-level view
7The Runners View
- Handheld Computer (zoom in, zoom out views)
- Information (GPS accuracy, connectivity, number
of players) - Focus on how the runners make the technology work
on the ground
8The Vulgar Work of the Streets (1)
- Map Reading and Orienteering
- In order to play the game the virtual has to be
situated in the real world - This is a practical achievement
- The achievement consists of
- Exploiting ordinary map reading competences to
align the abstract with the concrete - Coordinating positions between real and virtual
to plot an intercept trajectory - Updating coordinates to maintain a fix on the the
target - And doing all this while managing the hazards of
the street
9The Vulgar Work of the Streets (2)
- Tracking Players Down
- Managing the vicissitudes of a moving target and
a variable virtual gap - Doing so by 1) dancing around
10The Vulgar Work of the Streets (3)
- Tracking players down
- By 2) sweeping the streets
JASPER Hi Vesper VESPER Runner 2 is
ahead JASPER Runner 2 on the move VESPER Better
get moving JASPER Im outta here LANDO Where
are the runners? VESPER Wait for me!! JASPER
All right VESPER Gather at Los Palmas everyone
11The Vulgar Work of the Streets (4)
- Tracking Players Down
- By 3) Sweeping collaboratively
12The Vulgar Work of the Streets (5)
- Working with Constant Interruption
- An irremediable feature of using the technology
- Main sources of trouble
- GPS availability and position of satellites
over game period - WiFi coverage buildings and blackspots
- Also
- Server problems
- Equipment antennae's coming lose, etc.
- These interruptions did not stop the game being
played, however
13The Vulgar Work of the Streets (6)
- Working with Constant Interruption
- Instead, interruptions were managed in situ
- How?
- 1) Working knowledge of the technology
- 2) Local knowledge of the gameplay environment
- Combine, through articulation, to form a common
stock of knowledge
14The Vulgar Work of the Streets (7)
- Managing Interruptions
- Problem interruptions are contingent
- Which means that the common stock of knowledge is
dynamic - So, not always sure what an appropriate solution
might be - Strategy for working out what the problem is and
what to do next diagnostic work
15The Vulgar Work of the Streets (8)
- Diagnostic Work
- In addition to exploiting the common stock of
knowledge, checking status of other runners - Three ways
- 1) Indirectly (via walkie-talkies)
16The Vulgar Work of the Streets (9)
- Diagnostic Work
- 2) Directly (face-to-face)
- 3) Surreptitious monitoring
17The Vulgar Work of the Streets (10)
- The Purpose of Diagnostic Work
- Establishing the scope of interruptions
- Is it local i.e., of my personal kit?
- Or is it global i.e., of the games
infrastructure? - Answering that question furnishes the runner with
a sense of what it is appropriate to do next to
repair the interruption (e.g., move to better
location, wait for an update, restart the
handheld computer, or wait for the game as a
whole to be restarted)
18Implications for Design (1)
- Augmenting the common stock of knowledge and
supporting diagnostic work - Colour maps of good and bad areas (GPS and
WiFi) - Knowing status of other runners (distributing
situational awareness walkie-talkie channels,
connectivity status, GPS strength, etc.)
Visualizing real-time GPS availability -
areas of likely good GPS (with line or sight to
three or more satellites) are shaded white. Areas
of likely poor GPS (line of sight to less than
three satellites) are shaded grey.
19Implications for Design (2)
- Technical details in paper - sorry, Im just an
ethnographer ? - Broader implications
- ground workers using GPS technologies in a
variety of settings (e.g., fire fighting, search
and rescue, military operations, etc.) are just
as likely to encounter interruptions caused by
satellite availability and network coverage as
the runners in our game and, likewise, are just
as likely to have to engage in diagnostic work to
work out the nature of the interruptions they are
experiencing and make appropriate decisions to
handle those interruptions
20THE END