IoT4Fun: a relational model for hybrid gameplay interaction
| Ano de defesa: | 2017 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Dissertação |
| Tipo de acesso: | Acesso aberto |
| Idioma: | eng |
| Instituição de defesa: |
Universidade Federal de Pernambuco
|
| Programa de Pós-Graduação: |
Programa de Pos Graduacao em Ciencia da Computacao
|
| Departamento: |
Não Informado pela instituição
|
| País: |
Brasil
|
| Palavras-chave em Português: | |
| Link de acesso: | https://repositorio.ufpe.br/handle/123456789/34470 |
Resumo: | Both toy and games industries are investing in hybrid play products. In such scenarios the user access the system using toys as input/output, thus, these products consist of playful user interfaces. Hybrid play systems are complex design artefacts since they use real and virtual information, so they present new challenges to both designers and developers. We suppose both industries could benefit with hybrid design approaches from product concepts. Our main research goal aims to develop tools and methods to assist the community in developing such interactions. Hence, we performed a systematic literature review covering related research published between 2008 and 2016. To extend our contribution, we added 120 hybrid play products from a market review. After data extraction, we managed results to propose a relational model for hybrid gameplay interaction. The model comprises several interactive aspects relating three entities: the things, environment, and people. The model allowed describing different scenarios of smart play including both active and passive technologies, that are located either in outdoor or indoor environments. Aiming to evaluate model usage, we applied it as a practical tool for designing hybrid playful systems. To achieve it, we included the model in a 16-week class to design hybrid games. We detailed model usage in the course schedule and discussed how students experienced it. Besides, we presented student’s six working prototypes, including design cycles, and playtesting sessions. After class, we conducted semi-structured interviews with student’s representatives. Results revealed model usefulness to describe their system setup and interface elements. According to students, model vocabulary facilitated communication among team members. Afterwards, we proposed improvements in model nomenclature based on student’s feedback. Thus, to evaluate changings we applied the model in a series of three creative workshops. Workshops had 4-8 hours of duration that focused on stages of conception, ideation, and lowfidelity prototyping. Accordingly, updated model enabled participants in developing six hybrid game concepts. Finally, we summarised research contributions and recommended topics for a future methodological approach |
| id |
UFPE_0a2efd6e8830f3c50359e52b41c737f9 |
|---|---|
| oai_identifier_str |
oai:repositorio.ufpe.br:123456789/34470 |
| network_acronym_str |
UFPE |
| network_name_str |
Repositório Institucional da UFPE |
| repository_id_str |
|
| spelling |
ALBUQUERQUE, Anna Priscillahttp://lattes.cnpq.br/7112128386539297http://lattes.cnpq.br/7532050172035129http://lattes.cnpq.br/2544341199949477KELNER, JudithBREYER, Felipe Borba2019-10-10T22:15:01Z2019-10-10T22:15:01Z2017-07-31https://repositorio.ufpe.br/handle/123456789/34470Both toy and games industries are investing in hybrid play products. In such scenarios the user access the system using toys as input/output, thus, these products consist of playful user interfaces. Hybrid play systems are complex design artefacts since they use real and virtual information, so they present new challenges to both designers and developers. We suppose both industries could benefit with hybrid design approaches from product concepts. Our main research goal aims to develop tools and methods to assist the community in developing such interactions. Hence, we performed a systematic literature review covering related research published between 2008 and 2016. To extend our contribution, we added 120 hybrid play products from a market review. After data extraction, we managed results to propose a relational model for hybrid gameplay interaction. The model comprises several interactive aspects relating three entities: the things, environment, and people. The model allowed describing different scenarios of smart play including both active and passive technologies, that are located either in outdoor or indoor environments. Aiming to evaluate model usage, we applied it as a practical tool for designing hybrid playful systems. To achieve it, we included the model in a 16-week class to design hybrid games. We detailed model usage in the course schedule and discussed how students experienced it. Besides, we presented student’s six working prototypes, including design cycles, and playtesting sessions. After class, we conducted semi-structured interviews with student’s representatives. Results revealed model usefulness to describe their system setup and interface elements. According to students, model vocabulary facilitated communication among team members. Afterwards, we proposed improvements in model nomenclature based on student’s feedback. Thus, to evaluate changings we applied the model in a series of three creative workshops. Workshops had 4-8 hours of duration that focused on stages of conception, ideation, and lowfidelity prototyping. Accordingly, updated model enabled participants in developing six hybrid game concepts. Finally, we summarised research contributions and recommended topics for a future methodological approachCAPESAs indústrias de brinquedos e jogos investem em produtos lúdicos híbridos. Nestes cenários, o usuário interage com o sistema através de brinquedos, utilizandoos tanto como entrada e saída de informação, atribuindo aos brinquedos o caráter de uma interface lúdica para o usuário. Sistemas híbridos para entretenimento são artefatos complexos por utilizarem informações reais e virtuais, apresentando novos desafios para designers, programadores e engenheiros. Adotar abordagens que considerem o design híbrido desde a conceituação dos produtos, poderá trazer benefícios tanto para a indústria de brinquedos como para a de jogos. O principal objetivo desta pesquisa é propor ferramentas para facilitar o desenvolvimento de soluções interativas no contexto de sistemas híbridos lúdicos. Uma revisão sistemática da literatura cobrindo artigos publicados entre 2008 e 2016 foi realizada e ampliada com a contribuição mercadológica que mapeou 120 produtos híbridos lúdicos. Um modelo relacional para interação com gameplay híbrido foi concebido e compreende aspectos interativos relacionando três entidades: as coisas, o ambiente e as pessoas. A avaliação da proposta consistiu em aplicar o modelo como ferramenta prática para a criação de novos sistemas híbridos lúdicos, em uma disciplina de curso de graduação com duração de 16 semanas. A avaliação viabilizou propor melhorias na estrutura e nomenclatura do modelo. O modelo proposto sintetiza informações complexas da interface lúdica através de um conjunto de aspectos interativos, permitindo ao usuário conceituar, planejar, e documentar os sistemas híbridos. A aplicação do modelo como uma ferramenta criativa permitiu o desenvolvimento de seis protótipos funcionais de jogos e brinquedos conectados, incluindo a modelagem conceitual de jogos híbridos e protótipos de baixa-fidelidade. Sumarizadas as contribuições, a pesquisa apontou tópicos para uma futura abordagem metodológica.engUniversidade Federal de PernambucoPrograma de Pos Graduacao em Ciencia da ComputacaoUFPEBrasilAttribution-NonCommercial-NoDerivs 3.0 Brazilhttp://creativecommons.org/licenses/by-nc-nd/3.0/br/info:eu-repo/semantics/openAccessCiência da computaçãoInteração homem-máquinaInternet das coisasIoT4Fun: a relational model for hybrid gameplay interactioninfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesismestradoreponame:Repositório Institucional da UFPEinstname:Universidade Federal de Pernambuco (UFPE)instacron:UFPETHUMBNAILDISSERTAÇÃO Anna Priscilla de Albuquerque.pdf.jpgDISSERTAÇÃO Anna Priscilla de Albuquerque.pdf.jpgGenerated Thumbnailimage/jpeg1215https://repositorio.ufpe.br/bitstream/123456789/34470/6/DISSERTA%c3%87%c3%83O%20Anna%20Priscilla%20de%20Albuquerque.pdf.jpgc156dc61f49139468965420a840e24c9MD56ORIGINALDISSERTAÇÃO Anna Priscilla de Albuquerque.pdfDISSERTAÇÃO Anna Priscilla de Albuquerque.pdfapplication/pdf4437944https://repositorio.ufpe.br/bitstream/123456789/34470/1/DISSERTA%c3%87%c3%83O%20Anna%20Priscilla%20de%20Albuquerque.pdf30c938209b82a2da0fdb40a7bfd70848MD51LICENSElicense.txtlicense.txttext/plain; charset=utf-82310https://repositorio.ufpe.br/bitstream/123456789/34470/3/license.txtbd573a5ca8288eb7272482765f819534MD53CC-LICENSElicense_rdflicense_rdfapplication/rdf+xml; charset=utf-8811https://repositorio.ufpe.br/bitstream/123456789/34470/4/license_rdfe39d27027a6cc9cb039ad269a5db8e34MD54TEXTDISSERTAÇÃO Anna Priscilla de Albuquerque.pdf.txtDISSERTAÇÃO Anna Priscilla de Albuquerque.pdf.txtExtracted texttext/plain286015https://repositorio.ufpe.br/bitstream/123456789/34470/5/DISSERTA%c3%87%c3%83O%20Anna%20Priscilla%20de%20Albuquerque.pdf.txtc857037c6bc049193f15393ebd478291MD55123456789/344702019-10-26 04:06:15.407oai:repositorio.ufpe.br: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ório InstitucionalPUBhttps://repositorio.ufpe.br/oai/requestattena@ufpe.bropendoar:22212019-10-26T07:06:15Repositório Institucional da UFPE - Universidade Federal de Pernambuco (UFPE)false |
| dc.title.pt_BR.fl_str_mv |
IoT4Fun: a relational model for hybrid gameplay interaction |
| title |
IoT4Fun: a relational model for hybrid gameplay interaction |
| spellingShingle |
IoT4Fun: a relational model for hybrid gameplay interaction ALBUQUERQUE, Anna Priscilla Ciência da computação Interação homem-máquina Internet das coisas |
| title_short |
IoT4Fun: a relational model for hybrid gameplay interaction |
| title_full |
IoT4Fun: a relational model for hybrid gameplay interaction |
| title_fullStr |
IoT4Fun: a relational model for hybrid gameplay interaction |
| title_full_unstemmed |
IoT4Fun: a relational model for hybrid gameplay interaction |
| title_sort |
IoT4Fun: a relational model for hybrid gameplay interaction |
| author |
ALBUQUERQUE, Anna Priscilla |
| author_facet |
ALBUQUERQUE, Anna Priscilla |
| author_role |
author |
| dc.contributor.authorLattes.pt_BR.fl_str_mv |
http://lattes.cnpq.br/7112128386539297 |
| dc.contributor.advisorLattes.pt_BR.fl_str_mv |
http://lattes.cnpq.br/7532050172035129 |
| dc.contributor.advisor-coLattes.pt_BR.fl_str_mv |
http://lattes.cnpq.br/2544341199949477 |
| dc.contributor.author.fl_str_mv |
ALBUQUERQUE, Anna Priscilla |
| dc.contributor.advisor1.fl_str_mv |
KELNER, Judith |
| dc.contributor.advisor-co1.fl_str_mv |
BREYER, Felipe Borba |
| contributor_str_mv |
KELNER, Judith BREYER, Felipe Borba |
| dc.subject.por.fl_str_mv |
Ciência da computação Interação homem-máquina Internet das coisas |
| topic |
Ciência da computação Interação homem-máquina Internet das coisas |
| description |
Both toy and games industries are investing in hybrid play products. In such scenarios the user access the system using toys as input/output, thus, these products consist of playful user interfaces. Hybrid play systems are complex design artefacts since they use real and virtual information, so they present new challenges to both designers and developers. We suppose both industries could benefit with hybrid design approaches from product concepts. Our main research goal aims to develop tools and methods to assist the community in developing such interactions. Hence, we performed a systematic literature review covering related research published between 2008 and 2016. To extend our contribution, we added 120 hybrid play products from a market review. After data extraction, we managed results to propose a relational model for hybrid gameplay interaction. The model comprises several interactive aspects relating three entities: the things, environment, and people. The model allowed describing different scenarios of smart play including both active and passive technologies, that are located either in outdoor or indoor environments. Aiming to evaluate model usage, we applied it as a practical tool for designing hybrid playful systems. To achieve it, we included the model in a 16-week class to design hybrid games. We detailed model usage in the course schedule and discussed how students experienced it. Besides, we presented student’s six working prototypes, including design cycles, and playtesting sessions. After class, we conducted semi-structured interviews with student’s representatives. Results revealed model usefulness to describe their system setup and interface elements. According to students, model vocabulary facilitated communication among team members. Afterwards, we proposed improvements in model nomenclature based on student’s feedback. Thus, to evaluate changings we applied the model in a series of three creative workshops. Workshops had 4-8 hours of duration that focused on stages of conception, ideation, and lowfidelity prototyping. Accordingly, updated model enabled participants in developing six hybrid game concepts. Finally, we summarised research contributions and recommended topics for a future methodological approach |
| publishDate |
2017 |
| dc.date.issued.fl_str_mv |
2017-07-31 |
| dc.date.accessioned.fl_str_mv |
2019-10-10T22:15:01Z |
| dc.date.available.fl_str_mv |
2019-10-10T22:15:01Z |
| dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
| dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
| format |
masterThesis |
| status_str |
publishedVersion |
| dc.identifier.uri.fl_str_mv |
https://repositorio.ufpe.br/handle/123456789/34470 |
| url |
https://repositorio.ufpe.br/handle/123456789/34470 |
| dc.language.iso.fl_str_mv |
eng |
| language |
eng |
| dc.rights.driver.fl_str_mv |
Attribution-NonCommercial-NoDerivs 3.0 Brazil http://creativecommons.org/licenses/by-nc-nd/3.0/br/ info:eu-repo/semantics/openAccess |
| rights_invalid_str_mv |
Attribution-NonCommercial-NoDerivs 3.0 Brazil http://creativecommons.org/licenses/by-nc-nd/3.0/br/ |
| eu_rights_str_mv |
openAccess |
| dc.publisher.none.fl_str_mv |
Universidade Federal de Pernambuco |
| dc.publisher.program.fl_str_mv |
Programa de Pos Graduacao em Ciencia da Computacao |
| dc.publisher.initials.fl_str_mv |
UFPE |
| dc.publisher.country.fl_str_mv |
Brasil |
| publisher.none.fl_str_mv |
Universidade Federal de Pernambuco |
| dc.source.none.fl_str_mv |
reponame:Repositório Institucional da UFPE instname:Universidade Federal de Pernambuco (UFPE) instacron:UFPE |
| instname_str |
Universidade Federal de Pernambuco (UFPE) |
| instacron_str |
UFPE |
| institution |
UFPE |
| reponame_str |
Repositório Institucional da UFPE |
| collection |
Repositório Institucional da UFPE |
| bitstream.url.fl_str_mv |
https://repositorio.ufpe.br/bitstream/123456789/34470/6/DISSERTA%c3%87%c3%83O%20Anna%20Priscilla%20de%20Albuquerque.pdf.jpg https://repositorio.ufpe.br/bitstream/123456789/34470/1/DISSERTA%c3%87%c3%83O%20Anna%20Priscilla%20de%20Albuquerque.pdf https://repositorio.ufpe.br/bitstream/123456789/34470/3/license.txt https://repositorio.ufpe.br/bitstream/123456789/34470/4/license_rdf https://repositorio.ufpe.br/bitstream/123456789/34470/5/DISSERTA%c3%87%c3%83O%20Anna%20Priscilla%20de%20Albuquerque.pdf.txt |
| bitstream.checksum.fl_str_mv |
c156dc61f49139468965420a840e24c9 30c938209b82a2da0fdb40a7bfd70848 bd573a5ca8288eb7272482765f819534 e39d27027a6cc9cb039ad269a5db8e34 c857037c6bc049193f15393ebd478291 |
| bitstream.checksumAlgorithm.fl_str_mv |
MD5 MD5 MD5 MD5 MD5 |
| repository.name.fl_str_mv |
Repositório Institucional da UFPE - Universidade Federal de Pernambuco (UFPE) |
| repository.mail.fl_str_mv |
attena@ufpe.br |
| _version_ |
1877596629077327872 |