Orchestrating a Mixed Reality Game On the Ground Mixed Reality Laboratory Andy Crabtree, Steve Benfo - PowerPoint PPT Presentation

Loading...

PPT – Orchestrating a Mixed Reality Game On the Ground Mixed Reality Laboratory Andy Crabtree, Steve Benfo PowerPoint presentation | free to view - id: 75a50-ZDc1Z



Loading


The Adobe Flash plugin is needed to view this content

Get the plugin now

View by Category
About This Presentation
Title:

Orchestrating a Mixed Reality Game On the Ground Mixed Reality Laboratory Andy Crabtree, Steve Benfo

Description:

Matt Adams, Ju Row-Farr and Nick Tandavanitj. University College London. Anthony Steed. CHI 2004. axc_at_cs.nott.ac.uk. Andy Crabtree. Can You See Me Now? ... – PowerPoint PPT presentation

Number of Views:42
Avg rating:3.0/5.0
Slides: 21
Provided by: axc
Category:

less

Write a Comment
User Comments (0)
Transcript and Presenter's Notes

Title: Orchestrating a Mixed Reality Game On the Ground Mixed Reality Laboratory Andy Crabtree, Steve Benfo


1
Orchestrating 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
2
Can 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

3
Challenge 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?

4
Addressing 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

5
The 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

6
The Online Players View
  • The 3D model
  • Map view
  • Birds eye view
  • Ground-level view

7
The 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

8
The 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

9
The 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

10
The 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
11
The Vulgar Work of the Streets (4)
  • Tracking Players Down
  • By 3) Sweeping collaboratively

12
The 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

13
The 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

14
The 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

15
The 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)

16
The Vulgar Work of the Streets (9)
  • Diagnostic Work
  • 2) Directly (face-to-face)
  • 3) Surreptitious monitoring

17
The 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)

18
Implications 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.
19
Implications 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

20
THE END
About PowerShow.com