Ototonari is a pervasive game using ad-hoc network that allows users to generate sounds based on the proximity of the users using a handheld device within a certain area. The users can not only create sounds based on their proximity with each other in the real world, but also store the generated sounds in the real space like “rumor”, so that they can share them with other users in the following game. Ototonari proved that listening to the generated sounds in the previous game influenced the present users’ action. This is the first pervasive game in Japan developed for Expo Aichi 2005 IT Experiments and is the unprecedented approach to store and inherit the data in the real world.
Pervasive Game, 2004 – 2006
Satoru Tokuhisa: Concept / Design
Yoshimasa Niwa, Kenji Iguchi, Sosuke Okubo and Tomoyuki Nezu: Programming
Journal
Satoru Tokuhisa,Kenji Iguchi,Sosuke Okubo,Yoshimasa Niwa,Tomoyuki Nezu and Masa Inakage.
OTOTONARI : A Pervasive Game Based on Collaboration and Storage of Users’ Experience
Transactions of Information Processing Society of Japan,Vol. 46, No.7, pp.1844-1860, June, 2006.
[PDF](sorry, only Japanese)
International Conference
Satoru Tokuhisa, Kenji Iguchi, Sosuke Okubo, Yoshimasa Niwa, Tomoyuki Nezu and Masa Inakage.
OTOTONARI: A Pervasive Game of Sound Composition based on Users’Collaboration.
Future Play 2006, London, Canada, 10-12 October, 2006.
[PDF]
Satoru Tokuhisa, Kenji Iguchi, Sosuke Okubo, Yoshimasa Niwa, Tomoyuki Nezu and Masa Inakage.
OTOTONARI: Mobile Ad Hoc Pervasive Game that develops a regional difference.
Cyber Game 2006, Perth, Australia, 4-6 December, 2006.
[PDF]
Exhibition
Expo Aichi 2005, Aichi, 23 June and 8 July, 2005.
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