ETH Zurich :
Computer Science :
Pervasive Computing :
Distributed Systems :
Research :
Augmented Knight's Castle
The Augmented Knight's Castle
A Research Demo of the Distributed Systems Group
Playing with toys is an essential part of the childhood. Besides being a recreational
amusement and pure fun, playing also serves as an important function for the
psychological, physiological and social development of a child. To further
support creativity and inspire the fantasy of children, traditional toys can
be enriched by adding multimedia content to them. The ideal entertainment and
learning experience then comes from the combination of physical experience,
virtual content, storytelling and the imagination of the user.
Pervasive computing games and toys that seamlessly connect
the virtual learning content with the physical toys offer many interesting
possibilities for educational toys. In addition to that, they can help to
facilitate the social skills development of children with social disorders
or mental diseases such as autism.
By adding audio components to the Playmobil Knights Empire Castle, we present
an entertaining and exciting multimedia playground that fosters the children's
pretend play and offers ideal possibilities of integrating interactive learning
experiences into the children's play. Besides sound effects, we also play background
music and verbal commentaries that adapt to the current play situation. This
atmospheric music and the realistic illustrations of the
figures, buildings and objects of the playset intensify the immersion into
the game. To provoke further interaction, "smart toys" that implement the touch-me
paradigm to identify toy objects are integrated into the playset. Smart toys
are mobile devices with integrated sensors and actuators that are embedded
into toys such as a magic wand or a magic bottle. Children can use the smart
toys to touch pieces of the playset either as part of a learning scenario,
a story that unfolds,
or simply as part of free play.
Designing a truly pervasive computing game and learning experience, we required
that the augmentation does not interfere with, block or compromise the traditional
play in any way (i.e., toys are handled in the way children are used to). Furthermore,
we did not want the children to wear any special equipment such as head-mounted
displays since this would also interfere with their free play. RFID technology
represents a suitable means to bridge the physical and virtual world in an unobtrusive manner and is our choice to detect the
position of objects in the playset (in our case 13.56 MHz RFID technology).
The stationary readers with antennas cover several important areas
of the playset. The RFID tags of different sizes are attached to or incorporated
into the pieces of the playset to uniquely identify them. Since
a reliable detection of tags is dependent on the orientation of the tags to
the antenna field, we incorporated up to three tags in different orientations
to play figures (e.g. tags in the head, at the back and at the foot of a figure).
This approach also allows us to detect if a figure is standing or lying on
the ground.
Article in ETH Life (in German): link
This demo was created in January 2007.
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