of 4
Current View
Serious Mixed Reality Games
Abstract
We argue for serious
mixed reality
games as an
approach to study and design for chal
lenging real
-
word
scenarios, such as disaster response, for which
empirical data is difficult to obtain and efficacy of
purely computational simulations is questionable. We
outline our approach and give an example of a serious
mixed reality
game, which all
ows the study and
analysis of human
-
agent interaction in a disaster
response scenario on the ground.
Author Keywords
pervasive games,
mixed reality
games, agents
ACM Classification Keywords
H.5.m. Information interfaces and presentation:
HCI
.
General Te
rms
Design, Human Factors
Introduction
We suggest serious mixed reality games as a platform
to explore scenarios in the real world that are typically
hard to study in realistic settings, such as disaster
response. Such scenarios typically include groups of
human, computational and embodied agents (such as
UAVs) coordinating a response to a disaster such as an
earthquake, a flooding, a terrorist attack or an
epidemic outbreak. Responders may have to coordinate
and perform their operations potentially under c
ritical
Copyright is held by the author/owner(s)
.
CSCW’12
,
February 11
15, 2012, Seattle, Washington, USA
.
ACM 978
-
1
-
4503
-
1051
-
2
/12/02.
Joel E. Fischer
1
jef@cs.nott.ac.uk
Martin Flintham
2
mdf@cs.nott.ac.uk
Dominic Price
2
Dominic.Price@nottingham.ac.uk
James Goulding
2
James.Goulding@nottingham.ac.uk
Nadi
a Pantidi
1
kxp@cs.nott.ac.uk
Tom Rodden
1,2
Tom.Rodden@nottingham.ac.uk
1
The
Mixed Reality Laboratory
Scho
ol of Computer Science
University of Nottingham
Wollaton Road
NG8 1BB, Nottingham, UK
2
Horizon Research Institute
University of Nottingham
Triumph Road
Nottingham, UK, NG72TU
temporal and spatial constraints, with limited resources
and personnel, where failure may costs human lives.
The ORCHID project investigates the potential of
human
-
agent collectives in a disaster response scenario
[4]. In particular, the project f
ocuses on how autonomy
can be flexibly negotiated between agents, how agile
teaming can assist arrangement of human
-
agent
response teams, how incentives to respond might be
provided and sustained, and how the provenance and
trustworthiness of the informati
on gathered by large
numbers of humans, sensors, and agents may be
visualized and evaluated.
In this position paper, we argue that serious mixed
reality games provide currently underexplored
opportunities for the pervasive/
mixed reality
gaming
community t
o contribute to research in complex real
-
world scenarios,
such as natural disasters
.
By situating
both agents and participants in real world
environments, and presenting them with compelling
game
scenarios
analogous to disasters
, it is possible to
study co
-
ordination, interaction and patterns of
communication amongst actors
while
also having
greater confidence in the efficacy of behavioural
observations.
In so doing, we hope to fertilize cross
-
disciplinary research in Human
-
Computer Interaction,
Machine Lear
ning, Multi
-
Agent Systems and Robotics.
After reviewing some related work and motivating our
approach, we outline
iZombie!
, an exemplary mixed
reality game (MRG), and show how the research aims
stated above may be tackled from various disciplines.
Related w
ork and approach
Disaster and emergency situations epitomize the non
-
linearity of human events. Not only are computational
simulations of such scenarios extremely difficult to
construct, but the veracity of their results is almost
impossible to verify [
10
]
. Particularly, these do not
allow us to study human
-
agent interaction in a realistic
disaster setting. The impact of emotional response
likely in a disaster situation, such as stress, fear, or
panic remains understudied
or misconceived [11
]
in
approaches
relying on simulation
.
However, inspiration can be drawn from robotics and
adjacent fields that focus on computational intelligence,
which have pushed the state
-
of
-
the
-
art forward by
relying on competitions set out to solve problems in the
real world. Not
able examples include how the team that
won the DARPA Red Balloon Challenge drew on a
crowd
-
sourcing approach [9], and how the RoboCup
Rescue initiative evaluates its contributions in real
world test settings
that integrate
intelligent agents into
disaster
management situations
[6]. Furthermore, the
growing popularity in crowd
-
sourcing information in
crisis situations and sharing ‘hard’ data (from sensors)
and ‘soft’ data (from humans) on portals such as
Ushahidi or Pachube open up ways to fuse and analyze
that data in novel ways, for example to infer intent [5].
We propose that in addition to such real
-
world problem
solving competitions and crowd
-
sourcing initiatives,
mixed reality
gaming provides an approach to study the
outlined research aims includin
g emotional issues of
human
-
agent interaction in disaster settings.
In
particular,
MRGs
(or pervasive games) provide a setting
under which people have been shown to suspend
disbelief [8], and share some
further
key
characteristics
with disaster
response
sc
enarios
, of which we highlight
three
by drawing on related work.
First
, MRGs and disaster response scenarios
bridge the
physical and the digital [1].
Over the past decade we
have created a series of MRGs that provide such hybrid
spaces to enable playful a
nd artistic performances and
publicly accessible exp
eriences.
For example,
Can You
See Me Now? [
3
, 1
]
pitched online players in a virtual
city against runners in the streets of a real city in a
fast
-
paced chase game.
Secondly, both MRG and disaster response are highly
or
chestrated activities. For example, the online
components of our
mixed reality
games are somewhat
comparable to the control room, with the games
striving to provide online players with a rich, accurate
and real
-
time view of the physical world through the
mixed reality
city in order to support meaningful game
play [2]. All of these games also require considerable
behind the scenes support,
characterized by activities
such as
monitor
ing
for failures,
or
managing access to
physical resources via
dedicated inte
rfaces.
Thirdly, in both MRGs and in disaster response people
on the ground work with people online to solve a
common problem
[3]
. For exam
ple, Uncle Roy All
Around You [1
] involved online and physical players
collaborating in order to achieve a common goa
l
finding the mysterious Uncle Roy in the back streets of
London
but also questioning when and how much to
trust the often contrary instructions given by
anonymous players on the Internet, or fictitious
instructions from the narrative voice of the game
.
O
ur approach
ca
rries
the prefix
serious
despite
that
t
he popu
larity of so
-
called
serious games
has perhaps
waned
.
H
owever
,
we believe that a
MRG
that is
not
inherently or specifically
serious
could provide
sufficient analog
ue
s with a truly serious re
al
-
world
scenario as to provide a useful test bed for
understanding situational awareness, trust and
interaction with embodied agents, and
mixed reality
collaboration in an adrenaline fueled situation.
iZombie!
A serious mixed reality game
iZombie!
gamif
ies a potential viral epidemic outbreak
by means of a MRG based on th
e Zombie theme.
Players in the ‘
game’
have
to survive an outbreak of a
Zombie ‘virus’,
while
volunteers
act as
infected
Zombies whose motivation is to attack and kill non
-
infected players
. The Zombie ‘virus’ is spread through
sustained exposure to an airborne strain present in a
locality
and
through direct physical contact with a
Zombie where the player manages to ‘fend off’ a
Zombie attack but sustains an ‘infection’. Whilst the
scenario
of a Zombie epidemic is clearly fictional, we
believe that it forms the basis for a compelling game to
play whilst maintaining an analogue to real world
scenarios such as a virus outbreak.
Crucially, players in the ‘game’ have to collaborate in
‘agile team
s’ to achieve situational awareness to reach
their objectives, by instructing agents and by being
instructed by agents. To escape the Zombies and reach
safety players must coordinate with each other and
teams orchestrating rescue attempts (remote players
w
ho themselves are not in danger of infection but
whose goal is to rescue the players ‘on the ground’, as
the Army and other emergency rescue teams would in
a real
-
life situation). We also propose the introduction
of embodied agents such as UAVs or ground b
ased
robots that would be able to coordinate rescue
attempts through such tasks as aerial mappings or
leading players away from danger zones to safety.
iZombie!
seeks to leverage the viral popularity of other
big urban games, including 2.8 Hours Later, and
scavenger hunts such as Encounter which attract
hundreds
[7]
of publi
c players, in order to create a
mixed reality
game that both engages the public but
that also provides a meaningful research environment.
Conclusions and outlook
MRGs let us explore im
portant interactional issues of
human agent
-
collectives under stress
-
inducing realistic
scenarios. How do humans interact with agents in a
way that flexible autonomy can be achieved, monitored
and amended in a context sensitive manner? Secondly,
how can hu
mans and agents be supported in their need
for agile teaming as and when needed to achieve a
particular task? Thirdly, how can they be motivated to
complete their missions in spite of conflicting interest
and self
-
interest and so on? Finally, how is
trustw
orthiness of the information of various agents
(computational and human) evaluated by players in the
real
-
world, how can effective sharing of it be supported
and how can it be presented in an understandable way?
In the future, we aim to draw on our extens
ive
experience in
mixed reality
game
and experience
development
and draw on existing relationships with
artists and designers to refine our game design and
work towards a public performance of our first serious
mixed reality
game by mid 2012. Collaboratio
ns and
workshops within the Orchid project will further shape
the design in terms of the research questions and
development challenges to investigate future human
-
agent collectives for disaster response scenarios.
Acknowledgements
This work is supported by
EPSRC grant
EP/I011587/1.
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