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This document showcases selected design and teaching work samples from the MIT Media Lab, highlighting innovative projects such as BodyPods for posture recognition, an interactive board game for decision making in resource allocation, and DIY fabrication projects like FabCar and StitchYak. The focus is on creating user-centric designs that leverage technology and emphasize educational value, addressing challenges in smart city mobility and personal transportation.
2012
This article appeared in a journal published by Elsevier. The attached copy is furnished to the author for internal non-commercial research and educational use, including for instruction at the author's institution and sharing with colleagues. Other uses, including reproduction and distribution, or selling or licensing copies, or posting to personal, institutional or third party websites are prohibited. In most cases authors are permitted to post their version of the article (e.g. in Word or Tex form) to their personal website or institutional repository. Authors requiring further information regarding Elsevier's archiving and manuscript
Proceedings of the …, 2005
Lecture Notes in Computer Science, 2007
A video game application was developed using SmartSkin, a body shape sensing device. The video game uses a table-sized SmartSkin that can recognize players' arms on the tabletop. Sensor values are translated to a virtual potential field and the system calculates dynamics of game characters on the field. At most four players can play the game, and the players control many independent game characters displayed on the table using their arms simultaneously.
Proceedings of the 6th …, 2007
Sprock-it" is a hand-sized robotic character that encourages full-body interaction and engaging mental play. Through social and physical interactions with the system and with each other, children influence the character's mobile and responsive autonomous driving behavior. Enabling constructionist activities and participatory adaptive design the system employs RFID tags and readers, wireless Bluetooth modules, Atmega microprocessors within Arduino's development environment, along with a wearable interface and a variety of physiological/activity sensors. Sprock-it has been developed in collaboration with LEGO and the MIT Media Lab as a concept that represents a new strategy for LEGO by updating the original LEGO mantra of "the little constructor" to "the little interactor". This paper presents the system development of Sprock-it.
Proceedings of the …, 2009
This paper presents SmartRabbit and how the location-based games concepts were used in the development of this game. SmartRabbit is a mobile running game where players compete using a smartphone with GPS. This game was developed to show how a player's location can be used to create exergames and encourage people to practice exercises.
2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE), 2013
There is an interesting category of digital games particularly challenging consumer electronics: pervasive games. On the one hand, pervasive games appear extremely promising for purposes such as learning and for encouraging players to engage in healthy outdoor activities. They widen the horizon of games content by direct access to reality. On the other hand, a larger number of pervasive games failed badly bearing abundant evidence for the need of better understanding the essentials of pervasive games and of the experience in playing them. The authors have developed not only a single pervasive game concept, but a whole family of concepts quite suitable for systematically challenging consumer electronics aiming at a wide spectrum of effects ranging from amusement to game-based learning.
2006
In this paper we present Paranoia Syndrome as a novel hybrid game approach. Paranoia Syndrome combines classic multiplayer strategy game elements using 2D computer graphics on PDAs with location-based interaction paradigms in physical space using RFID technology and tangible objects. The combination of virtual and physical reality interaction in addition to a rule system, that encourages player cooperation, provides a powerful approach for social gaming experiences.
2007
In this work we are motivated by creating a network of sensors that can be used as input devices for video games. Our goal is to create an inexpensive network of off-the-shelf sensors that are used to force proper movement and engagement of the player. Our experience shows that a distributed set of sensors around the body prevents the player from cheating the system by using motion of the device alone to trick the system. In this work we show that a relatively simple sensor network configuration can enforce proper form and ensure that the player is actively participating in the game context.
Entertainment Computing - ICEC 2015, 2015
The article describes an evaluation of a prototype for doing gamebased interactive advertisement campaigns in crowded public spaces using motion-sensing technology. The prototype was developed using OpenNi, XNA and Kinect, in which people who pass by a large display would be reflected on a large screen in the form of a silhouette and automatically become a part of a game. The goal of the game is for the players to gather falling objects into a container using the body to direct the objects. The objects move around when the objects collide with the silhouette of the player. The graphical representation of the falling objects and the container can be changed to fit various advertisement purposes. The game-based interactive campaign was tested at four different public locations, and was evaluated through observations and questionnaires. Our findings suggest that there is a potential for using motion control in game-based interactive campaigns in public settings. The game attracted a good amount of attention, and seemed to tempt the curiosity of passers-by. An observed trend was that participants were comfortable playing in public and got easily engaged. Children and adolescents in groups were by far the most active participants.
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Proceedings of the …, 2003
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '13, 2013
Proceedings of IADIS …, 2009
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