Work in Progress presentation at CHI-Play 2015 - The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play.
"Designing Interactive toys for Elephants"
http://dl.acm.org/citation.cfm?id=2810327&CFID=551862082&CFTOKEN=78821018
Showing posts with label conference. Show all posts
Showing posts with label conference. Show all posts
Monday, 5 October 2015
CHI-Play 2015
Labels:
ACI,
conference,
elephant,
poster,
presentation,
public event,
publication,
WIP
Friday, 4 April 2014
Designing smart toys for the cognitive enrichment of elephants
http://doc.gold.ac.uk/aisb50/AISB50-S14/AISB50-S14-French-extabst.pdf
My co-authors were Clara Mancini, Neil Smith and Helen Sharp from The Open University.
Paper delivered at AISB 2014 (conference for The Society for the Study of Artificial Intelligence and Simulation of Behaviour), ISAWEL (Symposium on Intelligent Systems for Animal Welfare)
track.My co-authors were Clara Mancini, Neil Smith and Helen Sharp from The Open University.
![]() |
| Tanya playing in the mud, Colchester Zoo, Feb 2014 |
Labels:
ACI,
AISB,
Colchester Zoo,
conference,
design,
elephant,
enrichment,
experiment,
multimodal,
OU,
play,
playful,
technology,
toy
Sunday, 15 July 2012
EVA London 2012
10-12 July
The Life Project: http://ewic.bcs.org/content/ConWebDoc/46114
co-authored with Camille, Evan and Nick
Workshop: Character development for robots
The Life Project: http://ewic.bcs.org/content/ConWebDoc/46114
co-authored with Camille, Evan and Nick
Workshop: Character development for robots
Labels:
conference,
embedded technology,
Life Project,
presentation,
workshop
Saturday, 25 September 2010
PLAYFUL 2010
24th Sept 2010 at Conway Hall - here's a summary of an interesting and enjoyable event:
Clashing with PICNIC in Amsterdam - check out at http://www.picnicnetwork.org/
Toby Barnes (Mudlark) and remotely Stuart Candy (Futuryst) introduce proceedings...
HG Wells - Floor Games and Little Wars
Naomi Alderman - narrative in games
http://www.naomialderman.com
Raph Koster - Ola's Law - http://www.raphkoster.com/gaming/laws.shtml
Quickstart a narrative with desire, fear, secrets, character development.
Games generally written in second person, which is unusual - it happens to you - so the pleasure of getting to know a character is mitigated by giving the player autonomy over decisions the character can make; and character becomes necessarily bland or ambiguous.
Recommended interactive fiction - All Roads, Slouching towards Bedlam, The Act of Misdirection.
And games - Bioshock, Silent Hill, Shadow of the Colossus, Prince of Persia Sands of Time
Paul Bennun - http://www.somethinelse.com
Papa Sangre, new audio game - http://www.papasangre.com/ - lose yourself in the game, freedom from the screen.
Jim - http://www.madeinme.com
Ladybird did it for books, Sesame Street for tv, so The Land if Me aims to inspire pre-school kids - without any traditional educational 'measureable outcomes'.
Toys vs. games - the game/play is not predetermined in a toy, depends who picks it up. Where there's interest, there's learning.
Bea-Davy Sutherland - ethical games
Checks out Moshi Monsters and Club Penguin - http://vimeo.com/15278745
Nicholas Nova - evolution of game controllers
Neat tactile feedback on direction control cross.
Pat Kane - http://www.theplayethic.com/
http://oldjewstellingjokes.com/
Dispirited by Frankie Boyle's sardonic humour, but understanding its value as a social pressure valve ... temporary transcendence from routine and acceptance of life. Also humour keeps alive the prospect of hope, represents a permanent oasis of cognitive freedom
Paolo Virno - Wit and Innovation http://www.generation-online.org/p/fp_virno13.htm
Richard Hogg - contrarian
... makes choices based on being in the minority in everything ...
Tom Muller - http://www.hellomuller.com/
Graphic design in comics.
Jonathon Smith - Lego games
Our deepest conflict - what we really, really want vs. what is expected of us.
Lego - has infinite possibilities, systematised, has both overt and discreet affordances, can attain mastery.
In video games, there is conflict between freedom and constraints. Particularly noticeable in boys over 5 (after school kicks in) is the dramatic orientation towards finding and dealing with expectations, rather than free play, which has informed the design of the games.
Spots vs. Stripes - http://www.spotsvstripes.com/homepage.aspx
Cadbury Pocket Games competition finalists - James Wallis (FlickRacer) and Sally (Eggathon).
Guy Debord - The Society of the Spectacle, psychogeography, 'sous les paves, la plage'
ShiftRunStop - http://shiftrunstop.co.uk/
Podcast with Dominik Diamond
Sebastian Deterding - http://cargocollective.com/codingconduct
Talking about gamification, badges and stats used as marketing tools. But real play has to be voluntary. Theodore Sturgeon
James Carse - Finite and infinite games - http://www.worldtrans.org/pos/infinitegames.html
Margaret Robertson - Hide & Seek
What is Mindcraft?
Bertrand Duplat - http://www.volumique.com/en/
Paper video games - pawns and cards on top of ipads, iphones sailing on top of maps
Alexis Kennedy - Fail Better Games
Narrative engineers created Echo Bazaar (Fall London) and why gamers enjoy delicious misery.
Dom Hodge - Frukt - and Dave Haynes - SoundCloud
Music mashups, smule, geocaching music, disco snake, isticks, other hack-day musical ideas
Clashing with PICNIC in Amsterdam - check out at http://www.picnicnetwork.org/
Toby Barnes (Mudlark) and remotely Stuart Candy (Futuryst) introduce proceedings...
HG Wells - Floor Games and Little Wars
Naomi Alderman - narrative in games
http://www.naomialderman.com
Raph Koster - Ola's Law - http://www.raphkoster.com/gaming/laws.shtml
Quickstart a narrative with desire, fear, secrets, character development.
Games generally written in second person, which is unusual - it happens to you - so the pleasure of getting to know a character is mitigated by giving the player autonomy over decisions the character can make; and character becomes necessarily bland or ambiguous.
Recommended interactive fiction - All Roads, Slouching towards Bedlam, The Act of Misdirection.
And games - Bioshock, Silent Hill, Shadow of the Colossus, Prince of Persia Sands of Time
Paul Bennun - http://www.somethinelse.com
Papa Sangre, new audio game - http://www.papasangre.com/ - lose yourself in the game, freedom from the screen.
Jim - http://www.madeinme.com
Ladybird did it for books, Sesame Street for tv, so The Land if Me aims to inspire pre-school kids - without any traditional educational 'measureable outcomes'.
Toys vs. games - the game/play is not predetermined in a toy, depends who picks it up. Where there's interest, there's learning.
Bea-Davy Sutherland - ethical games
Checks out Moshi Monsters and Club Penguin - http://vimeo.com/15278745
Nicholas Nova - evolution of game controllers
Neat tactile feedback on direction control cross.
Pat Kane - http://www.theplayethic.com/
http://oldjewstellingjokes.com/
Dispirited by Frankie Boyle's sardonic humour, but understanding its value as a social pressure valve ... temporary transcendence from routine and acceptance of life. Also humour keeps alive the prospect of hope, represents a permanent oasis of cognitive freedom
Paolo Virno - Wit and Innovation http://www.generation-online.org/p/fp_virno13.htm
Richard Hogg - contrarian
... makes choices based on being in the minority in everything ...
Tom Muller - http://www.hellomuller.com/
Graphic design in comics.
Jonathon Smith - Lego games
Our deepest conflict - what we really, really want vs. what is expected of us.
Lego - has infinite possibilities, systematised, has both overt and discreet affordances, can attain mastery.
In video games, there is conflict between freedom and constraints. Particularly noticeable in boys over 5 (after school kicks in) is the dramatic orientation towards finding and dealing with expectations, rather than free play, which has informed the design of the games.
Spots vs. Stripes - http://www.spotsvstripes.com/homepage.aspx
Cadbury Pocket Games competition finalists - James Wallis (FlickRacer) and Sally (Eggathon).
Guy Debord - The Society of the Spectacle, psychogeography, 'sous les paves, la plage'
ShiftRunStop - http://shiftrunstop.co.uk/
Podcast with Dominik Diamond
Sebastian Deterding - http://cargocollective.com/codingconduct
Talking about gamification, badges and stats used as marketing tools. But real play has to be voluntary. Theodore Sturgeon
James Carse - Finite and infinite games - http://www.worldtrans.org/pos/infinitegames.html
Margaret Robertson - Hide & Seek
What is Mindcraft?
Bertrand Duplat - http://www.volumique.com/en/
Paper video games - pawns and cards on top of ipads, iphones sailing on top of maps
Alexis Kennedy - Fail Better Games
Narrative engineers created Echo Bazaar (Fall London) and why gamers enjoy delicious misery.
Dom Hodge - Frukt - and Dave Haynes - SoundCloud
Music mashups, smule, geocaching music, disco snake, isticks, other hack-day musical ideas
Subscribe to:
Posts (Atom)

