MIT Folks
I dig the terms light AR and heavy AR defining how much R is really added. WE are definatly trying to reuse as much of the physical world as possible in these games
The OAR platform is much for science process oriented than ARIS
Kurt Squire - Madison
Existing: clickers, ar, etc.
Not computers: small screen, input sux, poor storage
Do Well: portable, social, context
Approaching Ubiquity : They are becoming more common
Emerging Mobile Practices: Cocooning, GeoCaching, Flash Mobs, Citizen Journalism, Unsanctioned Info, Co presence like Daily Cos
Remediating of Place: Augmented, Leveraging Space, Students as Artifics
Like it or not, Kids are goingto be online. (What are we going to do?)
Principles:
- Collective Intelligence
- Designing a new solution FOR REAL. example: saving lake wingra. The students go a play a game about the green bush neighborhood, have a class time to redevelop a new city development plan, then had a resolution passed to have “green bush” day to tell the story of what happened there.
Reflection: Heck yeah. lets be designing our games to enable folks to change their world. Where do we start?
Zoo Games
Tensions: looking down at computer screen vs the roaring lion, not much time (in school), filed trips=day off mentality, need chaperones, better if free standing without prep/followup.
Prototype 1: Too much text (ESL students) , Too Many decision (cognitive load), Only one player has info
Prototype 2: Tutorial needed to be smoother
Comment: Mobile Documentation - Group in Amazon documented , NPR maps- like activity to understand space.
Madison AR Games
As high tech as things get, you are still sitting in front of a computer. Outside is a great place to create stories. You know, the place where our bodies actually are.
OAR Platform and ARIS
(Ohh snap: John just shared this parcore lookin game with me while I was taking notes)
