Integrating video games and robotic play in physical environments

Byron Lahey, Winslow Burleson, Camilla Nørgaard Jensen, Natalie Freed, Patrick Lu

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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 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.

Original languageEnglish (US)
Title of host publicationProceedings of Sandbox 2008: An ACM SIGGRAPH Videogame Symposium, Sandbox'08
Pages107-114
Number of pages8
DOIs
StatePublished - 2008
EventSandbox 2008:3rd ACM SIGGRAPH Videogame Symposium - Los Angeles, CA, United States
Duration: Aug 9 2008Aug 10 2008

Other

OtherSandbox 2008:3rd ACM SIGGRAPH Videogame Symposium
CountryUnited States
CityLos Angeles, CA
Period8/9/088/10/08

Fingerprint

Robotics
Robots
Human robot interaction
Mobile robots
Computer vision
Sensors
Problem-Based Learning
STEM (science, technology, engineering and mathematics)

Keywords

  • Embodied learning
  • Mobile robots
  • Participatory design
  • Tangible media
  • Video games

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction
  • Software

Cite this

Lahey, B., Burleson, W., Jensen, C. N., Freed, N., & Lu, P. (2008). Integrating video games and robotic play in physical environments. In Proceedings of Sandbox 2008: An ACM SIGGRAPH Videogame Symposium, Sandbox'08 (pp. 107-114) https://doi.org/10.1145/1401843.1401864

Integrating video games and robotic play in physical environments. / Lahey, Byron; Burleson, Winslow; Jensen, Camilla Nørgaard; Freed, Natalie; Lu, Patrick.

Proceedings of Sandbox 2008: An ACM SIGGRAPH Videogame Symposium, Sandbox'08. 2008. p. 107-114.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Lahey, B, Burleson, W, Jensen, CN, Freed, N & Lu, P 2008, Integrating video games and robotic play in physical environments. in Proceedings of Sandbox 2008: An ACM SIGGRAPH Videogame Symposium, Sandbox'08. pp. 107-114, Sandbox 2008:3rd ACM SIGGRAPH Videogame Symposium, Los Angeles, CA, United States, 8/9/08. https://doi.org/10.1145/1401843.1401864
Lahey B, Burleson W, Jensen CN, Freed N, Lu P. Integrating video games and robotic play in physical environments. In Proceedings of Sandbox 2008: An ACM SIGGRAPH Videogame Symposium, Sandbox'08. 2008. p. 107-114 https://doi.org/10.1145/1401843.1401864
Lahey, Byron ; Burleson, Winslow ; Jensen, Camilla Nørgaard ; Freed, Natalie ; Lu, Patrick. / Integrating video games and robotic play in physical environments. Proceedings of Sandbox 2008: An ACM SIGGRAPH Videogame Symposium, Sandbox'08. 2008. pp. 107-114
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