skip to main content
10.1145/1401843.1401864acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
research-article

Integrating video games and robotic play in physical environments

Published:09 August 2008Publication History

ABSTRACT

Active Learning Environments with Robotic Tangibles (ALERT) are mixed reality video gaming systems that use sensors, vision systems, and robots to provide an engaging experience that may motivate hitherto underrepresented kinds of learners to become interested in game design, programming, and careers in science, technology, engineering, and mathematics. Through the use of fiducials (i.e., meaningful markers) recognized by robots through computer vision as just-in-time instructions, users engage in spatially-based programming without the encumbrances of traditional procedural programs? syntax and structure. Since humans, robots, and video environments share many inherently spatial qualities, this natural style of physical programming is particularly well suited to fostering playful interactions with mobile robots in dynamic video environments. As these systems broaden the capabilities of video game technology and human-robot interaction (HRI) they are lowering many existing barriers to integrated video-robot game development and programming. Diverse ALERT video game scenarios and applications are enabling a broad range of gamers, learners, and developers to generate and engage in their own physically interactive games.

References

  1. BattleBots. Accessed 28 May 2008. http:\www.battelebots.com/Google ScholarGoogle Scholar
  2. Bickmore, T. W., and Picard, R. W. 2004. Towards caring machines. In CHI '04 Extended Abstracts on Human Factors in Computing Systems (Vienna, Austria, April 24 - 29, 2004). CHI '04. ACM, New York, 1489--1492. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Birchfield, D., Ciufo, T., and Minyard, G. 2006. SMALLab: a mediated platform for education. In ACM SIGGRAPH 2006 Educators Program. SIGGRAPH '06. ACM, New York, 33. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Bobick, A., Intille, S., Davis, J., Baird, F., Pinhanez, C., Campbell, L., Ivanov, Y., Schütte, A., Wilson, A., 2000. The KidsRoom. Communications of the ACM, Vol. 43, No. 3, 60--61. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Buechley, L., Eisenberg, M., Catchen, J., and Crockett, A. 2008. The LilyPad Arduino: Using Computational Textiles to Investigate Engagement, Aesthetics, and Diversity in Computer Science Education, CHI 2008 Proceedings, Florence, Italy. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Burleson, W., Picard, R. W. "Evidence for Gender Specific Approaches to the Development of Emotionally Intelligent Learning Companions," IEEE Intelligent Systems, Special issue on Intelligent Educational Systems, Vol 22, No 4, July 2007, pp. 62--69. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Cavallo, D., Sipitakiat, A., Basu, A., Bryant, S., Welti-Santos, L., Maloney, J., Chen, S., Asmussen, E., Solomon, C., Ackermann, E. 2004. RoBallet: Exploring Learning through Expression in the Arts through Constructing in a Technologically Immersive Environment. Accessed 28 May 2008 from www.media.mit.edu/~edith/publications/collective %20papers/RoBallet%20icls2004-cavallo-1.pdf Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Center for LifeLong Learning and Design. Accessed 28 May 2008 at http://13d.cs.colorado.edu/Google ScholarGoogle Scholar
  9. Center for Youth and Communities, Brandeis University, 2005. FIRST Robotics Competition Evaluation: Executive Summary, Accessed 28 May 2008 at www.usfirst.org/uploadedFiles/Who/Impact/Brandeis_Studies/05FLL_Underserved_Summary.pdfGoogle ScholarGoogle Scholar
  10. Clarke, A. C. 1984. Profiles of the future: An inquiry into the limits of the possible. New York: Holt, Rinehart & Winston.Google ScholarGoogle Scholar
  11. Gardner, H. 1983. Frames of mind: The theory of multiple intelligences. New York: Basic Books.Google ScholarGoogle Scholar
  12. Hayes, B., 2007. GameStar Mechanic Monday: Betty Hayes on the academic goals of GameStar Mechanic. Accessed 28 May 2008 at http://www.gamelab.com/reports/2007-oct-gamestar _mondays_5Google ScholarGoogle Scholar
  13. Intel Corporation. Intel® Play#8482; Me2Cam* Computer Video Camera. Accessed 28 May 2008 at http://www.intel.com/support/intelplay/me2cam/Google ScholarGoogle Scholar
  14. iRobot Corp. iRobot® Roomba® Vacuum Cleaning Robots. Accessed 28 May 2008 at www.irobot.com/sp.cfm?pageid=122Google ScholarGoogle Scholar
  15. LEGO Group. Accessed 28 May 2008 at http://www.lego.comGoogle ScholarGoogle Scholar
  16. Lifelong Kindergarten. Projects. Accessed 28 May 2008 at http://llk.media.mit.edu/projects.phpGoogle ScholarGoogle Scholar
  17. Logo Foundation. Accessed 28 May 2008 at http://el.media.mit.edu/logo-foundation/Google ScholarGoogle Scholar
  18. Microsoft Corp. 1997. Microsoft ActiMates Interactive Barney to Interact With "Barney & Friends" on PBS. Accessed 28 May 2008 at http://www.microsoft.com/presspass/press/1997/sept97/mspbspr.mspxGoogle ScholarGoogle Scholar
  19. Papert, S. 1980. Mindstorms: Children, computers, and powerful ideas. New York: Basic Books. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Picard, R. W. 1997. Affective computing. MIT Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. reacTIVision 1.3. Accessed 2 June 2008 at http://reactable.iua.upf.edu/?softwareGoogle ScholarGoogle Scholar
  22. Resnick, M. 1991. MultiLogo: A Study of Children and Concurrent Programming. Interactive Learning Environments, vol. 1, no. 3, pp. 153--170.Google ScholarGoogle ScholarCross RefCross Ref
  23. Robocup. Accessed 28 May 2008 at http://www.robocup.org/Google ScholarGoogle Scholar
  24. Robotics Institute at Carnegie Mellon University. 2004. The Personal Exploration Rover. Accessed 28 May 2008 at http://www.cs.cmu.edu/~myrover/PER/Google ScholarGoogle Scholar
  25. RoombaComm. Accessed 2 June 2008 at http://hackingroomba.com/code/roombacomm/Google ScholarGoogle Scholar

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in
  • Published in

    cover image ACM Conferences
    Sandbox '08: Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
    August 2008
    183 pages
    ISBN:9781605581736
    DOI:10.1145/1401843

    Copyright © 2008 ACM

    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 9 August 2008

    Permissions

    Request permissions about this article.

    Request Permissions

    Check for updates

    Qualifiers

    • research-article

    Upcoming Conference

    SIGGRAPH '24

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader