TY - GEN
T1 - Integrating video games and robotic play in physical environments
AU - Lahey, Byron
AU - Burleson, Winslow
AU - Jensen, Camilla Nørgaard
AU - Freed, Natalie
AU - Lu, Patrick
PY - 2008
Y1 - 2008
N2 - 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 videorobot 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.
AB - 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 videorobot 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.
KW - Embodied learning
KW - Mobile robots
KW - Participatory design
KW - Tangible media
KW - Video games
UR - http://www.scopus.com/inward/record.url?scp=70249143953&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=70249143953&partnerID=8YFLogxK
U2 - 10.1145/1401843.1401864
DO - 10.1145/1401843.1401864
M3 - Conference contribution
AN - SCOPUS:70249143953
SN - 9781605581736
T3 - Proceedings of Sandbox 2008: An ACM SIGGRAPH Videogame Symposium, Sandbox'08
SP - 107
EP - 114
BT - Proceedings of Sandbox 2008
T2 - Sandbox 2008:3rd ACM SIGGRAPH Videogame Symposium
Y2 - 9 August 2008 through 10 August 2008
ER -