Ubiquitous and Pervasive Computing 2010
DOI: 10.4018/978-1-60566-960-1.ch106
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Adaptive Narration in Multiplayer Ubiquitous Games

Abstract: The goal of this research is to develop new gameplays and new narration principles for MUGs (Multiplayer Ubiquitous Games). We aim to formalize a narrative mechanism to generate events which can stimulate the user’s physical actions with the real world, and social communications with other players. We first present a pattern to identify the feedback relationship between the real world and the virtual world. We then analyze the notion of narration in games and the notion of user’s model in information technolog… Show more

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Cited by 3 publications
(4 citation statements)
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“…The ICT device is a kind of blurred border between the real world, and the virtual universe. Sensors from the real-world feed actuators in the virtual world and vice versa [48]. The device also supplied by the computing resources behind, is the place to get control from the application and where to instantiate the sentient properties.…”
Section: Ict Does Satisfy System Characteristics and Other Constraint...mentioning
confidence: 99%
“…The ICT device is a kind of blurred border between the real world, and the virtual universe. Sensors from the real-world feed actuators in the virtual world and vice versa [48]. The device also supplied by the computing resources behind, is the place to get control from the application and where to instantiate the sentient properties.…”
Section: Ict Does Satisfy System Characteristics and Other Constraint...mentioning
confidence: 99%
“…The infrastructure of multiplayer ubiquitous games is typically based on computationally limited devices such as mobile phones, PDAs, and portable game systems, that delegate the complexity of group communication and state management to servers. In this context, mobile devices have traditionally enabled ubiquitous mixed reality by providing geo-localization, either to provide players' position or to collect virtual objects in the environment [5]. Examples include Botfighter [6], CanYouSeeMeNow [7], Mogi [8], and CatchBob [9].…”
Section: Related Workmentioning
confidence: 99%
“…This category of studies put one step further than the first category, where the implement the experiments after developing the narrative frameworks. Exposing the subjects to real-life narrative situations in mixed realties and comparing the results with the non-VR condition, they show that the immersive narratives lead to higher attention and engagement (Natkin et al, 2007). We also found studies investigating the effects of VR on user experience, VR as a narrative medium, and some elaborating on how narrative tools can be used in VR (Aylett & Louchart, 2003;Nakevska et al, 2017;Olsson & Salo, 2012;Ostrin et al, 2018).…”
Section: Narrative Cognition and Xr Systemsmentioning
confidence: 88%
“…In this category, the researchers focus on potential and limitations of developing the narrative frameworks in immersive environments, trying to overcome the limitations to provide immersive narratives. The second category of studies conducts narrative experiments in mixed/virtual reality systems (Natkin et al, 2007). This category of studies put one step further than the first category, where the implement the experiments after developing the narrative frameworks.…”
Section: Narrative Cognition and Xr Systemsmentioning
confidence: 99%