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oTTomer

oTTomer. an interactive adventure for children. oTTomer. an interactive adventure for children. Agenda Main Features The Space Interactions Technological Systems Learning Contents Next Steps. oTTomer. Main Features Physical space divided in six rooms

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oTTomer

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  1. oTTomer an interactive adventure for children

  2. oTTomer an interactive adventure for children • Agenda • Main Features • The Space • Interactions • Technological Systems • Learning Contents • Next Steps

  3. oTTomer • Main Features • Physical space divided in six rooms • Groups of 6 children (ages between 6-12) • Children are part of the plot • Story happens in real-time • Inclusive adventure (disabilited children) • Several interactive devices and ubiquitous interfaces

  4. oTTomer The Space Abandoned Forest Black Cave Labyrinth Reception Candralocka Tree of Knowledge Area: 96 sq yards (80 m2)

  5. oTTomer Interactions: Reception • Following steps. Installation that shows the correct path • Kara’s projection. Introduces the story and helps the children • Photogalactic machine. Children take pictures and answer simple questions (name, age) • Dressing room. Children dress up character’s clothing • Mirror. Augmented reality, reflecting children’s face in characters’ fisionomy Area: 10 sq yards (8 m2)

  6. oTTomer Interactions: Tree of Knowledge • Tree of Knowledge. Kara’s home • Moving rocks. Virtual agents that give bad advices about this journey • Butterflies and flowers. Interactive Scenarios • Sagumi’s. Children meet him and receive useful advices • Fountain. Augmented reality to increase immersion’s level and show part of the future (only in some cases) Area: 10 sq yards (8 m2)

  7. oTTomer Interactions: Labyrinth • Stellio’s Yard. Smoggy place where this creature usually is • Stellio’s. They might need to enter, rescuing the maps (in case Stellio takes them into his nest) • Maps. Children have to take them, to get into the black cave safely • Safe places. Where they can hide • Lava Lagunas. Interactive Scenario where Stellio swims • Bats. Interactive Scenario that intervenes in Stellio’s behaviour Area: 19 sq yards (16 m2)

  8. oTTomer Interactions: Candraloka • Candralocka’s greens. Interactive Scenario: talking mosses, mushrooms, carrots... • Áquila’s. Children need to grab some fallen feathers • Lockis’. Slippy virtual agents and because of that, they cannot shout • Well. Children need to get the basket to collect the berries • Picurius’. Where children need to get magic potions Area: 19 sq yards (16 m2)

  9. oTTomer Interactions: Forest • The berries valley. Interactive Scenario with magic berries (that they must take) • Az’eno’s. Children have to get the keys of the cave • Old bushes. Each child must grab one (to use later at the cave) • Little river. Interactive Sceario where Az’eno swims • Shinny fishes. Interactive Scenario with lovely fishes Area: 19 sq yards (16 m2)

  10. oTTomer Interactions: Black Cave • Cave’s Entrance. Where they’ll meet the lonely Odorac • Window. Where they may peek Odoracs • Doors. That open with the keys got at the Forest • Dark room. Interactive Scenario, with centipedes • Geysers. Interactive Scenario: smoggy room • Odoracs room. Children have to decide: whether imprision the arrived odorac or expell him Area: 19 sq yards (16 m2)

  11. oTTomer an interactive adventure for children • Main TechnologicalSystems • Portable Devices (MP3 player) – to track children positioning and launch learning events • Virtual Agents (in all rooms) – That interact with children according to their location and role in the story • Interactive Installations (in all rooms) – Whether to show the paths, to increase the immersion, to play learning tasks or to get info (e.g. photogalatic machine) • eLearning platform (to store learning objects) • Dynamic database

  12. oTTomer an interactive adventure for children • Learning Contents • Triggered by children’s portable devices • Each task can be performed individually or in group • The learning system varies according to: • user’s profile • user’s location • daily/weekly/monthly theme

  13. oTTomer an interactive adventure for children • Next Steps • Design interactive learning contents (about several areas of study at portuguese schools) • Build credible characters & scenarios • Develop completely transparent interfaces • Build a solid back-office system (including eLearning platform) • Find sponsors & get a testing room

  14. oTTomer an interactive adventure for children Any questions? info@ottomer.com www.ottomer.com

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