4 Scenario Concepts
We have developed 4 scenarios for how a wearable can activate the social skils learned in SelfCity, in the every day life of the pupils:
Phone scenario: The pupils mobile phones are used to represent the daemon
While playing the game, the pupils have their mobile by them. The mobile phone is connected to the PC and SelfCity by bluetooth. If the pupils wants to contact the daemon in game, they have to send a SMS with their mobile. The daemon can either appear on the phone display, in game only or both.
When the pupils are not playing, the daemon can still be reached by SMS. The daemon can also appear randomly or after a pattern. The daemon is basically an interactive application running on a mobile phone. The pupils mobiles can also get a daemon feel with background images, phone sounds and colour profiles.
Pros:
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Cheap way of doing advanced interaction with the pupils outside the game. The pupils already own a mobile phone.
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Strong connection between daemon communication inside and outside the game.
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The pupils can bring the daemon everywhere and still keep it a secret.
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The pupils know how to handle a mobile phone.
Cons:
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Compatibility issues with multiple phone models.
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The daemon might feel like just another mobile application.
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The daemon remains fairly abstract.



Usb wearable daemon: The pupils wear a usb gadget representing the daemon
The usb gadget can be many shapes: wristband, key chain, fashion accessory, lunch box etc. To play SelfCity, the pupils plug the usb gadget into the PC. The game files are stored on a flash memory in the usb gadget. The game does not have be installed and can be played on both an on-line and off-line computer. To contact the daemon in game, the pupils interact with the usb gadget. Through a button, movement, speech etc. The daemons presence in game can be amplified by the usb gadget changing colour or shape.
To contact the daemon outside the game, the pupils can use the same interaction as while playing the game. The pupils can possibly still contact daemon by SMS. The students wear the usb gadget in everyday life. The daemon can be represented by graphics on a display, audio, the look and feel of the usb gadget etc. There is also possible to include advanced bio sensors allowing the daemon to interact and support when the pupil is in pressured social situations.
Pros:
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It is possible to make the wearable a true representation of the daemon. Regarding artificial intelligence, behaviour, look and feel.
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The wearable can react and support when it is really needed.
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The pupils can play anytime on almost any computer.
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Very easy to let the wearable behaviour develop together with the pupil.
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The electronics can be charged directly from the usb connection.
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An unique product representing the daemon makes SelfCity a more engaging experience for the pupils.
Cons:
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Very expensive to develop and produce.
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Bio sensors are tricky. The daemon can intervene at the wrong moment, or have inappropriate behaviour.
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The pupils might find the daemon uncool and embarrassing.



Augmented daemon: The pupils wear or carry an augmented reality marker used to make the daemon come alive with a camera and a display.
The daemon is not visible in SelfCity. The pupil can only see the daemon when they point a webcam towards the AR marker. The webcam feed will be a picture in the HUD of SelfCity or on a separate screen. The pupils then see the daemon as a 3D hologram over the marker. Maybe the daemon climbs out of the marker upon entry. The daemon then advices the pupils by talking directly towards them or by pointing at the screen. Coloured markers in the game can show what the daemon refers to.
Or: When daemon is needed in the game, the pupil points a camera phone towards the AR marker. The daemon appears on the camera display and greets the pupil. Then it flies up and out the picture. After a few seconds the daemon appears in SelfCity, flying in from above and landing in front of the player.
Outside the game, the pupils need a powerful camera phone or an AR device to view the daemon. The intelligence of the daemon is embedded in the mobile phone. The pupil can chat and play with the daemon through the interface of their mobile phone.
Pros:
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Extra high fun factor
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Very strong connection between daemon communication inside and outside the game.
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Strong feeling of the daemons presence when it is not active.
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Easy to combine with phone solution and usb solution
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The daemon looks the same inside and outside the game.
Cons:
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Not all pupils have a powerful camera phone.
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Technically challenging
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Many devices necessary



The passive daemon: The daemon is a non interactive object that the pupils carry with them.
The wearable is not necessary to playing the game. The wearable connects the SelfCity to every day life by association and similarity. It is based on that the mere presences of the daemon is enough to activate an alternative dialogical position in the pupil.
This can for example be achieved by using visual elements of the deamon. Or adding tactile elements that the pupils associate with the animal type of the daemon. Like fur or feathers. Alternatively the daemon and the pupil can wear/use the same object. Like a special wristband that connects them.
Pros:
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Much can be done with little
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Shifts the responsibility towards the pupil.
Cons:
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Comes dangerously close to fluffy animal toys and a mascot.
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The pupils might find the daemon uncool and embarrassing.


In the following months we will keep posting updates on the development on these scenarios and many more ideas. Stay tuned


