ebook img

More Playful User Interfaces: Interfaces that Invite Social and Physical Interaction PDF

264 Pages·2015·7.501 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview More Playful User Interfaces: Interfaces that Invite Social and Physical Interaction

Gaming Media and Social Effects Anton Nijholt Editor More Playful User Interfaces Interfaces that Invite Social and Physical Interaction Gaming Media and Social Effects Editor-in-chief Henry Been-Lirn Duh, Hobart, Australia Series editor Anton Nijholt, Enschede, The Netherlands More information about this series at http://www.springer.com/series/11864 Anton Nijholt Editor More Playful User Interfaces Interfaces that Invite Social and Physical Interaction 123 Editor AntonNijholt Department ofComputer Science University of Twente Enschede TheNetherlands ISSN 2197-9685 ISSN 2197-9693 (electronic) GamingMedia andSocial Effects ISBN978-981-287-545-7 ISBN978-981-287-546-4 (eBook) DOI 10.1007/978-981-287-546-4 LibraryofCongressControlNumber:2015939214 SpringerSingaporeHeidelbergNewYorkDordrechtLondon ©SpringerScience+BusinessMediaSingapore2015 Thisworkissubjecttocopyright.AllrightsarereservedbythePublisher,whetherthewholeorpart of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission orinformationstorageandretrieval,electronicadaptation,computersoftware,orbysimilarordissimilar methodologynowknownorhereafterdeveloped. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publicationdoesnotimply,evenintheabsenceofaspecificstatement,thatsuchnamesareexemptfrom therelevantprotectivelawsandregulationsandthereforefreeforgeneraluse. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authorsortheeditorsgiveawarranty,expressorimplied,withrespecttothematerialcontainedhereinor foranyerrorsoromissionsthatmayhavebeenmade. Printedonacid-freepaper SpringerScience+BusinessMediaSingaporePteLtd.ispartofSpringerScience+BusinessMedia (www.springer.com) Preface This is the second book on playful user interfaces. The first book, “Playful User Interfaces:InterfacesthatInviteSocialandPhysicalInteraction,”alsopublishedby Springer, introduced playful interfaces and focused on an already-existing culture of designing and implementing playful user interfaces. The book also contained many examples of users creating interfaces and interaction tools, following the assumption that creating a game or an interactive installation can be play, and creatingthemcanbejustassatisfyingasusingtheresult.Thisisespeciallytruefor children,enablingthemtocreatetheirowngames,usingtabletopsandtoolssuchas Arduino,MakeyMakeyand,forexample,Scratchprogramming.Makinggamesor entertainment applications also introduces users to the wonders of digital technol- ogies and how to use them to design other applications. In this book, we continue this exploration of playful user interfaces, whether they are for educational purposes, for example, introducing children to digital technology, for creating awareness, for changing behavior, for artistic expression, or for entertainment. But, we will extend the application domains of playful user interfaces.AmongthemanynewtopicsaretheplayfuluseoftheInternetofThings, organizing participatory design workshops, for the design of connected toys, physical games, and storytelling. How to use smart materials in order to realize interactive artistic installations has been explored in workshops with young artists. Organizing workshops for kids to make game controllers and involving young childrenandchildrenwithspecialneedsinthedesignprocessoftabletopgamesare other topics that are investigated in the chapters of this book. It is not possible to play digital games or enjoy digital entertainment in some countries without daily electric power interruptions. Can we design games with power and no-power conditions,whereahybridgame,thatis,agamewithdigitalandphysicalelements, can be continued using physical elements only in the no-power condition and change again to the hybrid form in its power condition? Learningaboutnewdomains, improvingawarenessofsustainabilityissues,and persuadingbehaviorchangethroughplayfuluserinterfacesaretheothernewissues that also appear in this book. There are chapters about having interactions with ecosystems,plants,andpets.Hence,computer-mediatedhuman–natureinteraction, v vi Preface experiencing the biosphere through digital technology, and having wearables that allows us to experience forests are the topics that are investigated. How can we designinterfacesthatallowplayfulinteractionwithourdogs,cats,orotherpetsand animals?Whatkindsofdigitaltoolsorsmartenvironmentscanbeofferedtothem? Playfulremoteinteractionwithpetsstayingathomewhileweareawayatworkhas become a research issue in computer-mediated human–animal interaction. Well- being and safety need to be addressed in this kind of research. In this book, there are also reports of research on shared experiences and on facilitatingandcreatingsharedexperiences.Obviously,thisalreadyhappensandis animportantaspectofworkshopswherechildren,artists,orothercreatorsofdigital technologyareinvolvedindesigning,making,andevaluatingplayfulproductsand interfaces.Sharingexperiencescanalsobedoneduringpubliceventssuchassport events, political meetings, school meetings, demonstrations, open air or theater performances, or traffic and public transport disturbances. For example, an issue addressed in this book, can we contribute to enhancing the experiences of sports spectators, whether they are attending the live event or whether they are remote spectators? Can we, as a remote spectator, enjoy a sport event more by receiving multimedia information from fans in a stadium about their enthusiasm at certain moments and can we use mobile devices to share our experience with them and otherremotespectators?Similaraims,withcompletelydifferenttechnologycanbe recognizedinresearch,alsoreportedinthisbook,onplayfulmusicinstallationsthat take as input EEG-measured changing brain activity of two or more participants using the interface and turning it into a joint performance. In the first chapter of this book, we discuss some views on leisure and devel- opmentsinleisureactivitiesandtechnologiesinthetwentieth-centuryliteratureand in movies. In particular, we look at viewpoints on passive and active leisure con- sumption and activity. After that, the book consists of three parts in which the chaptersofthisbookarecategorized.Thesepartsare(I)DesigningInteractionsfor andbyChildren,(II)DesigningInteractionswithNature,Animals,andThings,and (III) Designing Interactions for Arts, Performances, and Sports. Anton Nijholt Contents More Playful User Interfaces: An Introduction. . . . . . . . . . . . . . . . . . 1 Anton Nijholt Part I Designing Interactions for and by Children Hybrid Games: Designing Tangible Interfaces for Very Young Children and Children with Special Needs . . . . . . . . . . . . . . . . . . . . . 17 Eva Cerezo, Javier Marco and Sandra Baldassarri The Power to Play When There is No Power . . . . . . . . . . . . . . . . . . . 49 Yoram Chisik, Monchu Chen and Jesus Ibanez Responsive Make and Play: Youth Making Physically and Digitally Interactive and Wearable Game Controllers. . . . . . . . . . . . . . . . . . . . 71 Gabriela T. Richard and Yasmin B. Kafai Part II Designing Interactions with Nature, Animals, and Things Human—Computer—Biosphere Interaction: Toward a Sustainable Society. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Hill Hiroki Kobayashi Envisioning Future Playful Interactive Environments for Animals. . . . 121 Patricia Pons, Javier Jaen and Alejandro Catala Playful and Gameful Design for the Internet of Things. . . . . . . . . . . . 151 Paul Coulton vii viii Contents Part III Designing Interactions for Arts, Performances, and Sports Smart Materials: When Art Meets Technology. . . . . . . . . . . . . . . . . . 177 Andrea Minuto and Fabio Pittarello MindMusic: Playful and Social Installations at the Interface Between Music and the Brain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197 Tim Mullen, Alexander Khalil, Tomas Ward, John Iversen, Grace Leslie, Richard Warp, Matt Whitman, Victor Minces, Aaron McCoy, Alejandro Ojeda, Nima Bigdely-Shamlo, Mike Chi and David Rosenboom Enhancing Remote Spectators’ Experience During Live Sports Broadcasts with Second Screen Applications. . . . . . . . . . . 231 Pedro Centieiro, Teresa Romão and A. Eduardo Dias Contributors SandraBaldassarri AdvancedComputerGraphicsGroup(GIGA),Departmentof Computer Science, Engineering Research Institute of Aragon (I3A), University of Zaragoza, Zaragoza, Spain Nima Bigdely-Shamlo Syntrogi Labs, Syntrogi Inc., San Diego, CA, USA Alejandro Catala Grupo ISSI, Departamento de Sistemas Informáticos y Computación, Universitat Politècnica de València, Valencia, Spain Pedro Centieiro NOVA-LINCS, DI, Faculdade de Ciências e Tecnologia, Universidade Nova de Lisboa, Caparica, Portugal; Viva Superstars Digital Media Lda, Madan Parque, Rua dos Inventores, Caparica, Portugal Eva Cerezo Advanced Computer Graphics Group (GIGA), Department of Computer Science, Engineering Research Institute of Aragon (I3A), University of Zaragoza, Zaragoza, Spain Monchu Chen University of Madeira, Funchal, Portugal; Madeira Interactive Technologies Institute, Funchal, Portugal Mike Chi Cognionics Inc., San Diego, CA, USA Yoram Chisik University of Madeira, Funchal, Portugal; Madeira Interactive Technologies Institute, Funchal, Portugal Paul Coulton Imagination, Lancaster Institute for the Contemporary Arts, The LICA Building, Lancaster University Bailrigg, Lancaster, Bailrigg, UK A. Eduardo Dias NOVA-LINCS, DI, Faculdade de Ciências e Tecnologia, Universidade Nova de Lisboa, Caparica, Portugal; Viva Superstars Digital Media Lda, Madan Parque, Rua dos Inventores, Caparica, Portugal Jesus Ibanez Madeira Interactive Technologies Institute, Funchal, Portugal JohnIversen SwartzCenterforComputationalNeuroscience,InstituteforNeural Computation, University of California, La Jolla, CA, USA ix

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.