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Simon Fraser University
The prototype is a game for teams of four players progressing through seven levels. It is still at an early stage.
The socio-ec(h)o project presents preliminary research into an ambient intelligent system that combines sensing and display, user modeling, and interaction models built on game structures. Its central aim is to understand the degree to which physical play and puzzle-based game structures can support groups of participants as they learn to manipulate a responsive physical space. The paper describes the design and prototype of the environment, which is still at an early stage and has not yet undergone formal evaluation, so its claims rest on participatory design workshops and the authors' theoretical framing rather than on measured outcomes.
The prototype is structured as a game for teams of four players progressing through seven levels, each defined by a required combination of body states, an implicit environmental goal, and a generic skill that carries forward to later levels. Players are guided by word puzzles and receive real-time, gradient audio and lighting feedback that indicates proximity to the goal and rewards completed states. The technical system comprises a twelve-camera motion capture sensing system, a rule-based reasoning engine that interprets group behavior and manages narrative flow, and audio and lighting display engines, with components communicating over UDP at a 200 ms sampling interval.
The authors draw on Bartle's player types (achievers, explorers, socializers, and killers) to construct group user models that adjust response timing and precision, and they ground their approach in embodied cognition and constructivist learning theories from Dewey, Piaget, and Papert. Their design method is described as ecologically inspired and participatory, informed by short ethnographic sessions and five workshops that moved from open-ended play concepts toward defined puzzle and body-state relationships. The authors acknowledge that the laboratory setting and experimental nature of the work limit how fully it can exemplify an ambient intelligent ecology. Future work is planned to evaluate whether this approach yields better experiences and more skilled interactors.