IoT4Fun: a relational model for hybrid gameplay interaction

Detalhes bibliográficos
Ano de defesa: 2017
Autor(a) principal: ALBUQUERQUE, Anna Priscilla
Orientador(a): KELNER, Judith
Banca de defesa: Não Informado pela instituição
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
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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; 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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
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