2016
DOI: 10.1007/s12193-016-0211-1
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Automatic behavior analysis in tag games: from traditional spaces to interactive playgrounds

Abstract: Tag is a popular children's playground game. It revolves around taggers that chase and then tag runners, upon which their roles switch. There are many variations of the game that aim to keep children engaged by presenting them with challenges and different types of gameplay. We argue that the introduction of sensing and floor projection technology in the playground can aid in providing both variation and challenge. To this end, we need to understand players' behavior in the playground and steer the interaction… Show more

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Cited by 11 publications
(29 citation statements)
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References 36 publications
(39 reference statements)
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“…Manual Annotation of Data Although the performance of ITP's tracker is good (on average, two track switches per game session) [32], occasionally, the label assigned to each player by the ITP changes when players run too close to each other. For this study, we had to ensure that the labels assigned to the players at the beginning of the game were maintained throughout the entire session, as a player's starting position indicates its gender.…”
Section: Methodsmentioning
confidence: 99%
“…Manual Annotation of Data Although the performance of ITP's tracker is good (on average, two track switches per game session) [32], occasionally, the label assigned to each player by the ITP changes when players run too close to each other. For this study, we had to ensure that the labels assigned to the players at the beginning of the game were maintained throughout the entire session, as a player's starting position indicates its gender.…”
Section: Methodsmentioning
confidence: 99%
“…Fourth and optional, depending on the type of device and the goals, systems can be made more interactive by sending and comparing the states of multiple devices/players (between devices) and this provides more opportunities for play with multiple players, for example, turning on the lights around another goal once a player has past a defender and has scored 1 [58]. Besides promoting interactions and providing pleasing forms of feedback, interactive play systems can sense, detect, and observe behavior of the user, this allows us to intervene during play and adapt the game based on their interaction and performance [128,154,207,260].…”
Section: Interactive Playmentioning
confidence: 99%
“…It seems this would also allow for long-term testing in real-life settings. Various systems can also make use of logs of the system regarding interactions speeding up the evaluation process, for example, time-played [112,168] or use [112,263], the performed movements/actions [201], and positions of players [154,260].…”
Section: Automatic Measurementsmentioning
confidence: 99%
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