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.
- BattleBots. Accessed 28 May 2008. http:\www.battelebots.com/Google Scholar
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- Center for LifeLong Learning and Design. Accessed 28 May 2008 at http://13d.cs.colorado.edu/Google Scholar
- 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 Scholar
- Clarke, A. C. 1984. Profiles of the future: An inquiry into the limits of the possible. New York: Holt, Rinehart & Winston.Google Scholar
- Gardner, H. 1983. Frames of mind: The theory of multiple intelligences. New York: Basic Books.Google Scholar
- 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 Scholar
- Intel Corporation. Intel® Play#8482; Me2Cam* Computer Video Camera. Accessed 28 May 2008 at http://www.intel.com/support/intelplay/me2cam/Google Scholar
- iRobot Corp. iRobot® Roomba® Vacuum Cleaning Robots. Accessed 28 May 2008 at www.irobot.com/sp.cfm?pageid=122Google Scholar
- LEGO Group. Accessed 28 May 2008 at http://www.lego.comGoogle Scholar
- Lifelong Kindergarten. Projects. Accessed 28 May 2008 at http://llk.media.mit.edu/projects.phpGoogle Scholar
- Logo Foundation. Accessed 28 May 2008 at http://el.media.mit.edu/logo-foundation/Google Scholar
- 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 Scholar
- Papert, S. 1980. Mindstorms: Children, computers, and powerful ideas. New York: Basic Books. Google ScholarDigital Library
- Picard, R. W. 1997. Affective computing. MIT Press. Google ScholarDigital Library
- reacTIVision 1.3. Accessed 2 June 2008 at http://reactable.iua.upf.edu/?softwareGoogle Scholar
- Resnick, M. 1991. MultiLogo: A Study of Children and Concurrent Programming. Interactive Learning Environments, vol. 1, no. 3, pp. 153--170.Google ScholarCross Ref
- Robocup. Accessed 28 May 2008 at http://www.robocup.org/Google Scholar
- Robotics Institute at Carnegie Mellon University. 2004. The Personal Exploration Rover. Accessed 28 May 2008 at http://www.cs.cmu.edu/~myrover/PER/Google Scholar
- RoombaComm. Accessed 2 June 2008 at http://hackingroomba.com/code/roombacomm/Google Scholar
Recommendations
The interplay between immersion and appeal in video games
A 2í 2 study on immersion and appeal of video games is presented.Immersion and appeal are found to be highly related.Immersion is found to be unaffected by playing experience.Appeal is found to be affected both by game played and playing experience. ...
Play to Learn: from Serious Games to just Games
GoodIT '23: Proceedings of the 2023 ACM Conference on Information Technology for Social GoodGames have been used for a few decades in research, formal education, and training of children and adults, and digital games are no strangers to educational uses. After all, everyone likes to play games, so it should stand to reason that educational ...
Heuristics for Video Games Evaluation: How Players Rate Their Relevance for Different Game Genres According to Their Experience
IHM '13: Proceedings of the 25th Conference on l'Interaction Homme-MachineThis paper reports a study evaluating the relative relevance of evaluation heuristics for different game genres and players. 120 players (amateur or e-Sport players) were invited to assess the relevance of 47 heuristics for different game genre (Real ...
Comments