Game As Life - Life As Game
Game As Life - Life As Game
批准号:
0742305
负责人:
Winslow Burleson
金额:
$0.0万
依托单位:
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2007
资助国家:
美国
项目状态:
已结题
起止时间:
2007-09-01 至 2009-08-31
中文摘要
游戏即生活/生活即游戏(GALLAG)是一个探索物理和虚拟生活边界的研究议程。游戏正在成为一种越来越受欢迎的现象,对个人和社会产生深远的影响。 GALLAG系统将使用传感器作为数字和物理生活之间的接口。这些传感器将检测一个人从事的日常身体活动。然后,这些活动将与游戏和游戏场景相关联。 个人情绪及其互动的感知方面将被使用,首先,作为衡量GALLAG系统及其场景对参与者的影响的一种方式,其次,作为一种信息渠道,以创建一个实时反馈,使系统能够关注并调整自己,以适应参与者的情绪状态。 GALLAG将使用无处不在的计算和个人定制的游戏场景来整合虚拟和物理领域的活动,全面贯穿日常生活,重点是:冥想,睡眠和锻炼。 游戏场景中的影响和活动将影响真实的生活,反之亦然,生活中的影响和活动将影响游戏。 目前尚不清楚人们将如何回应GALLAG体验,这些协同效应是否足以吸引用户,或者是否存在更根本的障碍,以创造长期的混合虚拟/物理体验,必须解决这些障碍,使其具有吸引力和有益性。 为了解决这些未知因素,将使用几种经验和行为评估方法,以及环境,上下文和生理传感器,并结合参与式设计方法,包括最终用户编程,迭代设计和测试。GALLAG方法也可以用来快速了解其他人的生活。 另一个游戏玩家(可能是家庭成员)的状态可以通过他们的个人资料和信息来观察。 例如,老年父母的活动-即使父母不参与游戏活动-也可以以易于解释的方式表示,以便他们的孩子可以更好地了解他们的健康。 这位年迈的父母可能不知道如何解释,告诉她的医生,她一直感到疲劳或生病。 GALLAG可以使她的医生通过查看她的活动的简短游戏剪辑来更好地了解她的状况。 目前尚不清楚人们将如何回应GALLAG体验,这些协同效应是否足以吸引参与者,或者是否存在更根本的障碍,以创造长期的混合虚拟/物理体验,必须解决这些障碍,使其具有吸引力和有益性。随着游戏成为生活中越来越重要的一部分,使用新兴技术使个人在日常活动和终身愿望中受益的新机会出现了。该议程旨在使用户能够在他们的在线活动之间创建自己的协同作用,并帮助他们实现个人真实的世界的愿望。游戏正在成为一个越来越受欢迎的现象,对个人和社会产生深远的影响。 此外,在线角色扮演游戏和交互式游戏界面变得更加社交,并开始让参与者参与体育活动。 这项探索性研究有可能进一步扩展新兴的前卫“现实生活游戏”,这些游戏通过数字手段协调,进一步模糊数字-物理-社会障碍。 具体而言,GALLAG寻求研究数字生活与真实的生活的协调,以将没有直接有形奖励的真实的生活行为与虚拟环境中更直接的内在奖励联系起来。 这一战略潜力的一个例子是称为DiaBetNet的糖尿病患者支助软件(http://www.diabet.com/case-studies-diabetnet.php)。游戏引导孩子更好地了解糖尿病,从而增加他或她对长期健康的所有权。 随着游戏成为生活中越来越重要的一部分,使用新兴技术使个人在日常活动和终身愿望中受益的绝佳机会出现了。这一议程旨在使用户能够在其在线活动之间建立自己的协同作用,并帮助他们实现个人的真实的世界愿望。 最终,这个GALLAG项目的工作可能会导致“终身游戏”,提供持久的,支持的和实现的经验。
英文摘要
Game As Life / Life As Game (GALLAG) is a research agenda exploring the boundary of physical and virtual lives. Gaming is becoming an increasing popular phenomenon that is having a profound effect on individuals and society. The GALLAG system will use sensors as the interface between digital and physical life. These sensors will detect the everyday physical activities that a person engages in. These activities will then be linked to games and game scenarios. Sensing aspects of individuals'' emotions and their interactions will be used, first, as a way to measure the impact of the GALLAG system and its scenarios on participants and, second, as an information channel to create a real-time feedback that enables the system to attend to and tailor itself to how participants'' emotional states. GALLAG will use ubiquitous computing and personally tailored game scenarios to integrate activities across the virtual and physical domains, holistically throughout everyday life, focusing on: meditation, sleep, and exercise. Influences and activities in the game scenarios will affect real life and vice versa influences and activities in life will affect the game. It is not known how people will respond to the GALLAG experience, if these synergies will be sufficiently engaging to users or if there are more fundamental barriers to the creation of long-term hybrid virtual/physical experience that must be addressed to make them compelling and beneficial. To address these unknowns, several methods of experience and behavioral assessment, and environmental, contextual and physiological sensors will be used in conjunction with participatory design approaches that include end-user-programming, and iterative design and testing. The GALLAG approach can be used to become quickly aware of other people''s lives, as well. The status of another game player (perhaps a family member) can be observed through their profile and information. For example, elderly parent''s activities - even if the parents are not involved in the gaming activities - might be represented in a readily interpretable manner so that their children can better understand their wellbeing. This elderly parent might not know how to explain tell her doctor that she has been feeling fatigued or ill. GALLAG may enable her physician to better understand her condition by reviewing with her brief game-clips of her activities. It is not known how people will respond to the GALLAG experience, if these synergies will be sufficiently engaging to participants or if there are more fundamental barriers to the creation of long-term hybrid virtual/physical experience that must be addressed to make them compelling and beneficial. As gaming becomes more of an important part of life, new opportunities arise to use emerging technologies to benefit individuals in their daily activities and life long aspirations. This agenda seeks to empower users to create their own synergies between their on-line activities and to help them achieve their personal real world aspirations.Gaming is becoming an increasing popular phenomenon that is having a profound effect on individuals and society. Further, online role-playing games and interactive gaming interfaces are becoming more social and starting to engage participants in physical activity. This exploratory research has the potential to further extend the emerging avant garde ''real life games'' that are coordinated by digital means to further blur digital-physical-social barriers. Specifically, GALLAG seeks to study the coordination of digital life with real life to link real life behaviors with no immediate tangible reward with more immediate intrinsic reward in the virtual environments. An example of the potential of this strategy is the diabetics support software called DiaBetNet (http://www.dimagi.com/case-studies-diabetnet.php). The game leads the child to a better understanding of diabetes and thereby increases his or her ownership of long-term health. As gaming becomes more of an important part of life, fantastic opportunities arise to use emerging technologies to benefit individuals in their daily activities and life long aspirations. This agenda seeks to empower users to create their own synergies between their on-line activities and to help them achieve their personal real world aspirations. Ultimately work from this GALLAG project may lead to ''Life Long Games'' that provide persistent, supportive, and actualizing experiences.
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