课题基金 / 基金详情

Game As Life - Life As Game

Game As Life - Life As Game
游戏如生活 - 生活如游戏
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
关键词:

项目摘要

项目成果

Winslow Burleson的其他基金

相似基金

相关文献

中文摘要
翻译
作为生命的游戏/作为游戏的生命(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,正在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,这些活动将链接到游戏和游戏场景。个人情绪及其互动的感知方面将被用来,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,创建实时反馈,使系统能够关注并根据参与者的情绪状态进行调整。GALLAG将使用无处不在的计算和个人定制的游戏场景,将跨虚拟和物理领域的活动整合到整个日常生活中,重点是:冥想、睡眠和锻炼。游戏场景中的影响和活动会影响现实生活,反之,生活中的影响和活动也会影响游戏。目前尚不清楚人们将如何回应GALLAG的体验,这些协同效应是否会充分吸引用户,或者在创造长期的虚拟/物理混合体验方面是否存在更根本的障碍,必须解决这些障碍才能使它们具有吸引力和益处。为了解决这些未知问题,将使用多种经验和行为评估方法以及环境、背景和生理传感器,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。加拉格的方法可以用来迅速了解其他人的生活,S也是如此。另一位游戏玩家(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,年迈的父母S的活动-即使父母没有参与游戏活动-可能会以一种容易理解的方式呈现,这样他们的孩子就可以更好地了解他们的福祉。这位年迈的父母可能不知道如何解释,告诉她的医生,她一直感到疲惫或生病。GALLAG可能会通过回顾她的简短活动游戏片段来使她的医生更好地了解她的病情。目前尚不清楚人们将如何回应GALLAG的体验,这些协同效应是否对参与者具有足够的吸引力,或者在创造长期的虚拟/实体混合体验方面是否存在更根本的障碍,必须解决这些障碍才能使它们具有吸引力和益处。随着游戏成为生活中越来越重要的一部分,出现了利用新兴技术为个人的日常活动和终身抱负造福的新机会。这一议程旨在使用户能够在他们的在线活动之间创造自己的协同效应,并帮助他们实现个人现实世界的愿望。游戏正成为一种日益流行的现象,对个人和社会产生深远影响。此外,在线角色扮演游戏和互动游戏界面正变得更加社会化,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通过数字手段协调起来的新兴先锋派“现实生活游戏”,进一步模糊数字-物理-社会障碍。具体地说,GALLAG试图研究数字生活与现实生活的协调,将现实生活中没有直接有形回报的行为与虚拟环境中更直接的内在回报联系起来。这一策略潜力的一个例子是名为DiaBetnet(http://www.dimagi.com/case-studies-diabetnet.php).的糖尿病患者支持软件这个游戏让孩子对糖尿病有了更好的了解,从而增加了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,出现了利用新兴技术为个人的日常活动和终身抱负造福的绝佳机会。这一议程旨在使用户能够在他们的在线活动之间创造他们自己的协同效应,并帮助他们实现他们个人的现实世界愿望。最终,这个GALLAG项目的工作可能会导致提供持久的、支持性的和可实现的体验的“终身游戏”。
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.
期刊论文(0)
专著(0)
科研奖励(0)
会议论文
EXP: Augmenting a Teachable Robot with Adaptive Cognitive and Social Support
  • 批准号:
    2031148
  • 项目类别:
    Standard Grant
  • 资助金额:
    $41.77万
  • 财政年份:
    2019
  • 负责人:
    Winslow Burleson
  • 依托单位:
EAGER: Cyberlearning with Co-Robotic Teachable Agents
  • 批准号:
    2030441
  • 项目类别:
    Standard Grant
  • 资助金额:
    $29.99万
  • 财政年份:
    2019
  • 负责人:
    Winslow Burleson
  • 依托单位:
EAGER: Cyberlearning with Co-Robotic Teachable Agents
  • 批准号:
    1941053
  • 项目类别:
    Standard Grant
  • 资助金额:
    $29.99万
  • 财政年份:
    2019
  • 负责人:
    Winslow Burleson
  • 依托单位:
EXP: Augmenting a Teachable Robot with Adaptive Cognitive and Social Support
  • 批准号:
    1735909
  • 项目类别:
    Standard Grant
  • 资助金额:
    $74.98万
  • 财政年份:
    2017
  • 负责人:
    Winslow Burleson
  • 依托单位:
国内基金
海外基金
自支撑LiFe5O8外延薄膜的弯曲磁结构解析与微磁学仿真研究
  • 批准号:
    12104357
  • 项目类别:
    青年科学基金项目(C类)
  • 资助金额:
    30.0万元
  • 批准年份:
    2021
  • 负责人:
    沈律康
  • 依托单位:
LiFE 项目在非手术住院后老年人群中的衰弱干预效果研究:一项随机对照试验
  • 批准号:
    2021JJ40798
  • 项目类别:
    省市级项目
  • 资助金额:
    --
  • 批准年份:
    2021
  • 负责人:
    刘民辉
  • 依托单位:
SCIENCE CHINA Life Sciences (中国科学 生命科学)
运用Life-course方法纵向研究婴幼儿龋发病危险因素
  • 批准号:
    30872875
  • 项目类别:
    面上项目
  • 资助金额:
    25.0万元
  • 批准年份:
    2008
  • 负责人:
    林焕彩
  • 依托单位: