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Towards a Socially Adaptive Digital Playground Robby van Delden University of Twente HMI

Towards a socially adaptive digital playground dr consortium

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This presentation was given during IDC2012 doctoral consortium. ABSTRACT of the accompanying dr-consortium paper: We are working towards a socially adaptive digital playground for children. To this end, we are looking into non-verbal synchrony and other social signals as a measure of social behavior and into ways to alter game dynamics to trigger and inhibit certain social behaviors. Our first results indicate that we can indeed influence social behaviors in a digital playground by changing game dynamics. Furthermore, our first results indicate that we will be able to sense some of these social behaviors using only computer vision techniques. I propose an iterative method for working towards a socially adaptive digital playground.

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Page 1: Towards a socially adaptive digital playground dr consortium

Towards a Socially Adaptive Digital Playground

Robby van DeldenUniversity of TwenteHMI

Page 2: Towards a socially adaptive digital playground dr consortium

Outline

• Example of “Digital Playgrounds”• A quick intro to synchrony of body movement• One of our interactive playgrounds• Results of observational study• Design methodology• Future Plans

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Digital PlaygroundsBased on Sturm et al. (2008)

1) floors 2) walls

3) props 4) installations

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Floor: STUMP Wyeth, Adkins and Summerville (2011)

Crop from Figure 8

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Wall: SUTUYalp & KiTT

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Props: FeetupRosales et al. (2011)

Crop from Figure 2

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Installation: interactive slideSoler-Adillon and N. Parés (2009)

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social interaction & synchrony measurement

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Synchrony measure

Figure is part of Fig 1, p337 Ramseyer&Tschacher(2008)

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Synchrony measure

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window size

lag

Pearson correlation

Figure is part of Fig 1, p337 Ramseyer&Tschacher(2008)

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Design MethodologyTetteroo et al (2009)

GOALSe.g. physical, social

_____________________

DIMENSIONS OF PLAYe.g. time limit, item possesion

_________________________________INTERACTIONS

e.g. switch a colour surrounding a personwhen users are close to each other

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Design MethodologyRoozendaal et al. (2009)

Transformation (goals)e.g. Increase social interaction

measured by conversations______________________________

Experience (psychological needs)e.g. need for discovery

or competition ______________________________

Interaction (motor-sensory)e.g. Jump to seea piece of puzzle

______________________________

Systeme.g. dancing on a musical staircase

Crop from Table 1

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Design Methodology[L] Tetteroo et al (2009), [R] Roozendaal et al. (2009)

Transformatione.g. Increase social interaction

measured by conversations_________________________

Experience (psychological needse.g. need for discovery

or competition __________________________

Interaction (motor-sensory)e.g. jump to seea piece of puzzle

_________________________

Systeme.g. dancing on a musical staircase

HIGHER END GOALSe.g. increase social interaction

__________________________

RATIONALEe.g. gives opportunity for

competitive behaviour__________________________

INTERACTIONuser action – system response

e.g. when users come closechange item possession

__________________________

IMPLEMENTATIONe.g. change colour of shape

surrounding the players when they are within 2m

GOALSe.g. physical, social

__________________

DIMENSIONS OF PLAY

e.g. time limit, item possesion

_____________________________

INTERACTIONS

e.g. switch colour when close to each other

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Interactive PlaygroundTetteroo et al (2009)

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Interactive PlaygroundTetteroo et al (2009)

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ObservationsMoreno et al. (2012, in press)

Agreement: = .27 to .37 κ“Item agreement”: = .67 - .92κ

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Future plans: play analyses

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Future plans: digital playgrounds

HIGHER END GOALS

e.g. increase social interaction

__________________________

RATIONALE

e.g. gives opportunity for

competitive behaviour

__________________________

INTERACTION

user action – system response

e.g. when users come close

change item possession

__________________________

IMPLEMENTATION

e.g. change colour of shape

surrounding the players when

they are within 2m?

design methodology“destructive” elements

Synchrony (measurement)

adaptive play mechanics

A socially adaptive playground

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Two questions

1) How does one select a suitable metaphor for a design/installation for children in a structured, efficient and effective way?

2) Should we make use of existing fantasy contexts (from trends and hypes) like the Smurfs and Disney movies?