Information Technology Reference
In-Depth Information
Fig. 1. Anim-Action Interactions - (from left to right) draw mode, color mode and detail mode
Each mode has been designed to incorporate the interactivity and goals identified
in section 3. Stage one, draw mode, requires participants to start drawing the outline
shape of their created animal character. The participant walks along the dashed
outline of the shape, activating solid line pieces until the shape is a continuous solid
outline. In color mode the participant may choose colors from a selection available
from the side bar. Colors may be selected by simply stepping or jumping on them.
Painting will occur when the child stands inside the animal outline area. Detail mode
keeps the color bar on the side of the mat, but also introduces additional animal
details as objects on the opposite side of the mat. Details, such as body parts and
facial features, can be added by jumping or stepping on an object (e.g. eye) and then
placing the body part on the animal. Correct positioning is indicated by a highlighted
outline. Selecting from the color pallet either before or after object selection changes
the color of these body parts. The Anim-action experience was designed to meet the
interactivity design guidelines and educational goals in the following ways.
General Interaction : The space for social interaction is clearly defined and children
are able to step anywhere on the mat without penalty (G1). Teachers are readily able
to observe interactions and guide/instruct children as required (e.g., guiding a task,
suggesting some cooperative activity) (G2). Stage 2 and 3 provide opportunities for
children to engage in simple social interactions (e.g., in stage 2 one participant might
select a color and the other paints, or both children might be involved in painting
different areas of the shape (G3). While there are varied levels of social interaction
from observing, through to advising and interacting (G3), interaction does not rely on
any collaboration or teamwork (G4).
Input : The space for interaction takes up a large portion of the 3m x 2m floor mat and
each interactive piece (e.g., line in draw mode, paint blob in color mode) provides a
generous activation zone that is larger than a child's foot (I1, I2). The main objectives of
the activities be can achieved through simple stepping motions (I1). The visual
properties of the application ensure that input rules are simplified. For example, the
dashed outline, as the only element on the mat initially, invites the participant step on
that line to see what happens (I3). There is continuity from Stage 1 to Stage 2 as the
outline shape remains the same. This allows the participant to work within the same area
of the floor and follow similar rules of interaction (I3). A color in the color palette is
already active when color mode starts. Consequently, a child can start painting without
actively selecting a color (I3). Similarly, a body part choice is activated when detail
mode becomes available (I3). No time constraints are enforced by the system (I2) and
primary interactions occur within the boundary of the animal (I3).
Search WWH ::




Custom Search