Multi-user mixed reality system ‘Gulliver’s World’: a case study on collaborative edutainment...
Transcript of Multi-user mixed reality system ‘Gulliver’s World’: a case study on collaborative edutainment...
Abstract This case study is about ‘Gulliver’s World’,
a multi-user mixed reality environment that functions
simultaneously as interactive edutainment platform
and learning environment as well as flexible infra-
structure for the expansion of mixed reality environ-
ments via innovations in technology and media art. As
an exhibition project, the installation is characterized
by a nonlinear exhibition concept that activates inter-
action between individual users and different modes of
virtual reality as well as collaboration among the users
themselves. At seven workstations, people of all age
groups range along the Reality–Virtuality continuum
while collaboratively creating 3D worlds. Results of
these creation activities are interactive worlds at the
nexus of theatre, digital film production and game
environment. As a research project, ‘Gulliver’s World’
features multilevel infrastructure with exemplary con-
tent in which the latest insights and models to emerge
from HCI research as well as concepts of mixed reality
and virtual environments and their supporting tech-
nology are brought together and developed further.
Keywords Collaborative virtual environment ÆMulti-user mixed reality system Æ Nonlinear exhibition ÆEdutainment Æ Virtuality–Reality continuum ÆPhysical-based interaction
1 Introduction
The ‘Gulliver’s World’ installation is based on several
conceptual approaches. Prime emphasis was placed on
combining an exhibition project with a research project,
which resulted in two very different approaches to
designing ‘Gulliver’s World’. On the one hand, the
exhibition project is characterized by a highly specific
and very distinctive exhibition dramaturgy concept
designed to achieve a nonlinear mode of mediating its
content. Technical components, design elements and
conceptual factors activate interaction both between
an individual user and different modes of virtual reality
as well as among the users themselves. Here second-
arily considered is ‘Gulliver’s World’ as research pro-
ject that features multilevel infrastructure with
exemplary content: the latest insights and models to
emerge from HCI research, concepts of mixed reality
and virtual environments and their supporting tech-
nology are brought together and developed further.
They are assembled on a multimedial platform that
enables scientific development to dovetail with an
educational application.
This paper describes the ‘Gulliver’s World’ exhibi-
tion project with the following focal points: Sect. 2
reflects the conceptual approach to configure and de-
sign the exhibition project. This contains the nonlinear
principle of installation as well as the physical-based
interaction design that range along the Reality–Virtu-
ality continuum (Milgram and Colquhoun 1999). Sec-
tion 3 demonstrates the composition of the exhibition.
Several components ‘Gulliver’s World’ consists of are
described. Section 4 depicts the installation’s embed-
ding in self-directed reporting by its permanent public
usage as well as extended task workshops.
C. Lindinger (&) Æ R. Haring Æ H. Hortner Æ D. KukaArs Electronica Center Museumsgesellschaft mbH,Ars Electronica Futurelab, Hauptstr. 2-4, 4040 Linz, Austriae-mail: [email protected]
H. KatoOsaka University, Machikaneyama 1-3,Toyonaka 560 8531, Japan
Virtual Reality (2006) 10:109–118
DOI 10.1007/s10055-006-0047-1
123
ORIGINAL ARTICLE
Multi-user mixed reality system ‘Gulliver’s World’: a case studyon collaborative edutainment at the intersection of materialand virtual worlds
Christopher Lindinger Æ Roland Haring ÆHorst Hortner Æ Daniela Kuka Æ Hirokazu Kato
Received: 8 March 2006 / Accepted: 1 August 2006 / Published online: 6 September 2006� Springer-Verlag London Limited 2006
2 ‘Gulliver’s World’: the exhibition project
The ‘Gulliver’s World’ project features a nonlinear
exhibition approach that emphasizes visitor’s interac-
tion on the basis of haptic interfaces. The installation
serves as a multimedial realm of human interaction in
and with a virtual environment and enables users to
experience and experiment with different strata of
digital media production in a playful way, e.g. tech-
niques used in contemporary filmmaking and computer
game development. Thus, users in all age
groups—regardless of their previous knowledge about
computer technology and virtual reality—can experi-
ence the interweaving of material and virtual worlds
and explore it in creative ways. As heterogeneous but
consistent interactive medium at the nexus of theatre,
digital film production and game environment, ‘Gulli-
ver’s World’ lets users get creative with their hand as
stage designer, prop man, director, actor and spectator.
This way they realize the interlinkage of the stations in
a social sphere of creating and learning.
Unlike familiar input units like mouse und key-
board, various levels of interaction are opened up by
seven workstations. Users, here, do not interact in order
to learn; instead, they learn while they are interacting.
The effective element is inherent in—and not located
in front of or behind—the interaction interfaces, which
not only provide for the content-related flow leading
from one installation component to the next but also
stage the inter-spatial transition between material and
virtual worlds.
2.1 Exhibition design
The exhibition concept takes advantage of insights
about how people learn new things and partake of new
situations, and directly translates them into action: ‘‘In
contrast to the cinema, where the viewer relaxes in a
comfortable seat and views a series of images and plot
devices passing before him, the visitor to an exhibition
moves through a space in which everything is motion-
less. By the very act of proceeding through it, he pro-
duces a sequence of alternating scenes. An exhibition
designer has to take this into account. [...] But if an
exhibition is to be designed in a way that takes these
points into consideration, then it has to be kept in mind
that the visitor also occasionally remains stationary,
that he turns and retraces his steps and, thus, that the
dramatic performance has to be effective from many
different points of view’’ (Ponti 1969). Numerous
exhibitions work with linear structures and programs
so that the visitor proceeds from one installation to the
next and follows the components of the exhibition in a
linear learning process. If the model of the linear
exhibition does indeed correspond at first glance to
Nathan Shedroff’s hypothesis that ‘‘knowledge builds
[...] upon knowledge’’ and knowledge thus ‘‘becomes
the basis for acquiring additional knowledge’’ (Shedr-
off 2001), then it is—essentially—the contrary to what
is meant by a performative learning approach. In line
with the performative learning approach, organized
constructions are deconstructed and reconstructed in
project-oriented tasks in the form of acquired knowl-
edge. This activates the process of understanding
complex, dynamic interrelationships. This allows the
reorganization of consecutive architectures and dra-
maturgies subsequent to the demolition of the self-
evident process of successively partaking of exhibited
content. This process is replaced with self-determined,
attentive movement on the part of the user. To achieve
this, ‘Gulliver’s World’ consists of an installation clus-
ter composed of subcomponents that, considered
individually as well as in an overall context, are inter-
esting with respect to their content, their technology
and especially as a manifestation of the interaction
concept: In jumping back and forth among the various
components, users come up with their own ways of
relating to the overall principle of the installation. The
secret of nonlinear exhibition design in ‘Gulliver’s
World’ lies in the discovery of individual paths through
the complexity. The process of learning the ins and
outs of the entire installation is played out in the ab-
sence of prescribed paths along which the user must
proceed and without hierarchically structured se-
quences of actions in a universe of information frag-
ments that the user can discover only through the
process of action and interaction and can interconnect
into an individual experience. Complexity is applied as
a method—in a sort of multidirectional ‘Easter egg
hunt’ as a basic principle for generating knowledge and
experience. In doing what it does, ‘Gulliver’s World’ is
an installation to make the content to be learned a part
of the mediation concept itself instead of merely uti-
lizing it as an aid to prepare and pass along information
that has to be gathered in step-by-step fashion. To a
certain extent, the environment is the content.
2.2 Interface design
In ‘Gulliver’s World’, the design of the man–machine
communication is based on customary cultural tech-
niques and social experience in order to minimize as
much as possible the barriers between physical practice
(input) and virtual events (output) in the way human
users work with media. Using reality-connected inter-
face metaphors like puzzle pieces, brushes, stamps and
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boxes which motivate to going behind their functions
affect a user-independent understanding of the instal-
lation because of relying on collective bodies of
knowledge and established systems of signs. Thus, the
user’s explorative way from material into virtual
worlds is supported by physical-based interaction
principles.
2.2.1 Along the Reality–Virtuality continuum
The link connecting the installation’s components is the
question of where exactly to position the human body
within the realm at the intersection of material and
virtual reality. As in Milgram’s model of how to differ-
entiate between a real and a virtual environment, the
path leading through the installation also leads to the
realization that real environments and virtual environ-
ments ‘‘are not to be considered simply as alternatives to
each other, but rather as poles lying at opposite ends of
a reality–virtuality (RV) continuum’’ (Milgram and
Colquhoun 1999). ‘Gulliver’s World’ proceeds through
this continuum and, in doing so, assumes intermediate
positions like augmented reality (as in its precursor,
‘Gulliver’s Box’) and augmented virtuality (Greenbox,
Modelling Table)—subsidiary forms of mixed reality
(World Creator). Users take as their starting place a real
space, the exhibition area with its installation compo-
nents. The new spaces that users discover finally display
varying degrees of immersion until the boundaries
between the materiality of the body and the virtuality of
the surroundings completely vanish over the course of a
Virtual Expedition.
2.2.2 Physical-based interaction principles
For ‘Gulliver’s World’, we consider the maintenance of
the connection to the physical or haptic world—as
illustrated, for example, by the ArtDeCom project
(Winkler et al. 2002a, b)—as essential for collaborative
and constructive learning in practice: ‘‘a mixed reality
environment as a collaborative and constructive
learning space [...] allow children to explore concepts
by interaction and with their senses and therefore
allow to build and to correct mental models and a
deeper understanding of the underlying domain’’. In
concurrence with Winkler et al. (2002b), this is
supported to an especially high degree through the use
of mixed reality applications: ‘‘In order not to separate
the learner from their real world and their traditional
tools and their senses the alternative approach with a
mixed reality environment is used.’’ In designing the
workstations used in ‘Gulliver’s World’, effort has been
made to maintain from beginning to end the connec-
tion between physical and sensory representation via
physical-based interaction principles that are demon-
strated in the next section. Our thinking here was
that taking an approach often used by media artists
opens up the possibility of getting computer-supported
learning situations away from the desktop terminal and
transferring them into a workshop situation in which
objects that have a familiar significance in the material
world become portals leading to and instruments for
use in immaterial worlds.
3 Composition of the exhibition
The ‘Gulliver’s World’ installation comprises seven
components, also referred to as stations. The core of
each subcomponent is composed of intuitive editors
with which users can create, select and arrange the
contents of the World, namely, the characters, land-
scapes and scenarios, which are combined in the final
part of the installation, where they can create a variety
of micro-stories in ‘Gulliver’s World’. The following
subsections describe the seven stages in the creative
virtual staging of ‘Gulliver’s World’. They deal with
both its contents and technical aspects.
3.1 Creating the objects for ‘Gulliver’s World’
3.1.1 Modelling Table
Consisting of a workbench complete with plastiline
modelling clay (Fig. 1), a photo chamber featuring a
rotating stage and a 3D scanner (Fig. 2), transparent
data storage media and several displays, the Modelling
Table station shows one possibility of directly trans-
forming material objects into their virtual counterparts.
At this station, objects are created for ‘Gulliver’s
World’ by means of augmented virtuality. Real
modelled objects made of Plasticine of different
colours are photographed from 12 different perspec-
tives. The resulting texture is then transferred to a 3D
model (3D scanner). RFID tags (radio frequency
identification tags) hidden in transparent object data
carriers store the related database code under which
the 3D data are saved. The models created here as well
as on the Extruder can be viewed three dimensionally
from all sides using the station’s displays and data
storage media. The data can be read again at other
interfaces elsewhere on the installation. The modelled
material objects can be taken, in the form of virtual
equivalents, on a trip round Gulliver’s world.
Virtual Reality (2006) 10:109–118 111
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3.1.2 Extruder
Users can create 3D objects from graphic inputs on a
VR flipchart by drawing simple lines on it. The ap-
proach to creating virtual objects by means of classical
cultural techniques here is transferred due to a typical
flipchart design. Drawing an object by hand with a
stylus is the first step in digitally designing the object
and saving it to memory (Fig. 3) Users draw a number
of points on the flipchart, which are then automatically
linked with one another. When the pen is moved
manually, ultrasound sensors track its position. It is
necessary to draw half the silhouette of the mentally
conceived image, which is then rotated around an axis
of reflection, which is to the left of the drawing. When
the silhouette is turned 360�, additional points appear
that are necessary for computing the 3D object.
3.2 Creating the landscapes for ‘Gulliver’s World’
3.2.1 World Editor
The station is the workshop for the stage set. A globe-
like ball with a diameter of 110 cm serves as the
rotatable carrier of the landscape image, which is
projected onto the ball in the correct perspective (un-
distorted). The interface between the user’s activity
and the virtual landscape design has been conceived as
a crossover combining the form of conventional
drawing utensils and the function of digital input de-
vices and consists of four brushes (with paint pots) and
12 stamps (with inkpads) mounted on a ring around the
globe (Fig. 4) Thus, images and symbols derived from
the real world are translated into a virtual image by
means of classic cultural techniques. The stamp motifs
are divided into two categories: eight for the fixed
objects and four for the dynamic ones that are created
on the Modelling Table and Extruder stations. Topo-
graphic structures can be selected, landscape textures
Fig. 1 Modelling Table. Infrastructure for the (material) crea-tion of objects of ‘Gulliver’s World’
Fig. 2 Three-dimensional scanner. Interface for the (virtual)creation of the objects of ‘Gulliver’s World’ based on 3D scansfrom real Plasticine models (Fig. 1)
Fig. 3 Extruder. Interface for the creation of objects of‘Gulliver’s World’ based on graphical inputs
112 Virtual Reality (2006) 10:109–118
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painted and objects added to this mixed-reality envi-
ronment. The objects are positioned on the globe with
the aid of a magnet-tracking system.
Puzzle pieces, which can be placed in a specially
created indent, serve as symbolic carriers of the basic
textures (Fig. 5). The worlds depicted on the different
puzzle pieces are identified and projected by RFID.
The users’ creations are saved too, so that the modified
landscapes are transported from the mixed-reality
station World Editor to the virtual environment of
Gulliver’s World Stage where they can be viewed as 3D
images and used in the further experience process.
3.3 Creating characters for Gulliver’s World
and mise en scene
3.3.1 Character Editor
The station consists of displays, transparent boxes and
no-touch sensors. Here, virtual characters (avatars) are
selected and endowed with abilities, characteristics and
moods. This is performed manually with touchless
capacitive sensors. Users have at their disposal a set of
designs for action figures, decorative elements and
capabilities with which they can be endowed, all of
which are freely combinable (Fig. 6). This is the way in
which the characters in animated films and computer
games are created too. The created avatars are located
in real Perspex boxes whose content disappears in a
seemingly mysterious manner after it has been re-
moved from the storage room and reappears only on
the projection surface of Gulliver’s World Stage. The
boxes can be moved anywhere in the room. A camera
tracking system using optical markers identifies both
the box on the stage and its position.
3.3.2 Greenbox
The station consists of a green-walled space that is
open at the front and integrated into the architecture
of the exhibition space. Juxtaposed to this Greenbox
are a camera and a chamber that accommodates the
Plexiglas box that metaphorically serves as the data
storage and transportation medium for the sequences
recorded there.
Using this station, the visitor can participate as an
avatar in the virtual stage action. The body images
recorded by the camera can be fed visually into the
virtual world. Body language can be used to purpose-
fully create moods and influence the role of the virtual
protagonist being created here: the user can con-
sciously influence his later role in the virtual scenario
by performing certain kinds of movements. Therefore,
a simple movement analysis derives specific behavio-
ural patterns from the movement patterns.
Fig. 4 World Editor. Interface for the creation of the landscapesof ‘Gulliver’s World’
Fig. 5 Puzzle pieces. Symbolic carriers of the landscape’stextures of ‘Gulliver’s World’
Fig. 6 Character Editor. Interface for the creation and mise enscene of the characters of ‘Gulliver’s World’ based on touchlesscapacitive sensors
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With this method, the person is recorded at one
position only and filtered out in a chroma key process.
An emotion-identification program generates a motion
history. A graph, which is generated from deviations in
the pixels in two frames, triggers the emotion recog-
nition function and interprets the rapid jerky move-
ments as aggression (negative) and slow, gentle
movements as jovial behaviour (positive). This sim-
plification allows the intentional assignment of virtual
character’s moods. A projection screen set up next to
the Greenbox displays the sequences and their trans-
formation into virtual characters (Fig. 7).
3.4 Arrangement and manipulation of Gulliver’s
World
At the workstations Gulliver’s World Stage and Virtual
Expedition, the resulting 3D worlds become visible.
Different interfaces enable the user to navigate
through and manipulate the virtual arrangement.
Interventions by one or more users generate ever-new
configurations, demonstrating the basic character of
the installation as a whole, as the processes involved in
making a virtual environment (as in the development
of the game, for example) are rendered visible. The
collaboratively created 3D worlds differ in their
embodiment as well as their narrative course that
permanently can be manipulated. The types of created
worlds vary in their landscape textures that route the
characters differently and affect their motion and
behaviour. One further aspect is the mobilization of
various character interaction sequences that are the
focus of directing the virtual protagonists—both the
‘Gulliver’s World’s’ inhabitants and the self-created
video sequences using body language to intervene the
scene.
3.4.1 Gulliver’s World Stage
Here, the results of the work in the previous stations
are brought together at a round table that forms part of
the interface for arranging and manipulating the sce-
narios. The table upon which a landscape image is
projected provides ample workspace and has a
scooped-out area in the middle in the shape of a jigsaw
puzzle piece. The world that has been arranged is
projected here (Fig. 8).
The digital play consists of the landscape (designed
on the World Editor station), which supplies the set
and the object-like components (puzzle pieces) of the
world, the animated characters from the Character
Editor, and the Greenbox (Perspex boxes) (Fig. 9). The
play is projected on to a big screen.
The displayed section can be selected and scaled by
moving a hand-held camera (cf. Fig. 8).
The camera tracking system identifies the position of
the boxes and the relationship of the actors to one
another and to their environment. The user can not
only observe the interaction and transformations but
also actively influence and modify them, e.g. by moving
the figures, adding new objects and characters and
switching between different landscape designs.
One basic working point is the direction of the
avatars in order to affect their interaction principles.
That is indicated via physical behaviour and mood
symbols above the heads of the virtual characters.
Fig. 7 Greenbox/projection screen. Interface for the creationand mise en scene of the characters of ‘Gulliver’s World’ basedon chroma keying and emotion recognition
Fig. 8 Gulliver’s World Stage. Virtual stage and interface for thearrangement and manipulation of the ‘Gulliver’s World’ scenariobased on user’s intervention from the outside/from a superordi-nate position
114 Virtual Reality (2006) 10:109–118
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Thus, small social behavioural micro-stories are gen-
erated (Fig. 10). They influence the way the virtual
setting behaves, which, in turn, generates ever-new
constellations and reciprocal affects and creates a
complex scenario.
Influenced by defined character’s moods as well as
the self-created elements and their temporary compo-
sition, the change of landscape and weather conditions
indicates the overall disposition of the current stage
setup (Fig. 11).
In observations, trainers detect that children start to
cook up their own stories by not only intentionally
using the mobile boxes but by restarting to create
virtual elements and characters. Thus, Gulliver’s
World Stage is not like the last element of a chain but
the centre of networked stations from which virtual
requisites can be applied, tested and modified in every
phase of the experience.
An additional camera function allows users to send a
screenshot of the current frame at the click of a button
to the Pic-Mailer, who can then process it individually
and send it by e-mail. Figure 12 shows a screenshot of
the Gulliver’s World Stage how it was arranged in the
scope of a client presentation of the Voestalpine AG.
‘Gulliver’s World’ was used as platform for creating
industry-specific content. Vehicles and tools for steel-
making were placed on the stage next to a Greenbox
video of the team and the clients of the company.
3.4.2 Virtual Expedition
Whereas Gulliver’s World Stage allows the user to
arrange and manipulate events on the stage from the
Fig. 9 Screenshot of the Gulliver’s World Stage projection.Greenbox recordings (avatars) shown in the virtual scenario onthe Gulliver’s World Stage after placing the Perspex box
Fig. 10 Avatar interaction resulting from people’s stage arrange-ment
Fig. 11 Landscape intervention resulting from people’s stagearrangement
Fig. 12 Screenshot of the Gulliver’s World Stage in the scope ofa client presentation of the Voestalpine AG
Virtual Reality (2006) 10:109–118 115
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outside by assigning him a superordinate position from
which he can intervene in the scenario, the Virtual
Expedition completely dissolves the transition between
material and virtual reality (Fig. 13). The user im-
merses himself—physically—in the virtually created
environment by assuming the identity of a character in
the Character Editor. The station essentially consists of
a display surface for stereoscopic projections, the
polarization goggles needed to view them, a camera for
image recognition purposes, as well as an illuminated
quadrant positioned across from the projection wall,
which captures the dark–light contrast between the
user and the background for use in the image recog-
nition process recognition (cf. the Sony Eye Toy). The
carrier is identified in the silhouette as a bone struc-
ture, which allows the system to identify gestures. This
way, users can interactively experience, influence and
manipulate the dynamic world. Both the changes in the
landscape and the interactions between the different
elements and characters are experienced ‘live’ (as on a
theatre stage) in the form of stereoscopic projections.
To navigate in Virtual Expedition, the user intuitively
steers via simple arm movements—just like in imagi-
nary flight. Through the connection of physical move-
ment and navigation in virtual space, the immersion
achieved by the principle of interaction becomes
especially pronounced (Fig. 10).
3.5 Metaphorical interlinkage of the installation’s
components
The links that connect up the installation’s components
are likewise metaphors that provide mobility for the
content produced at the individual stations. The world
created at the World Editor is saved to a mobile data
storage medium whose form and function correspond
to a jigsaw puzzle piece that, as ‘the world’s last miss-
ing piece’, is placed into the matching space at the
Gulliver’s World Stage. The media to which the object
data are stored, featuring a design derived from a
laboratory, combine simplicity and fascination in one.
Three-dimensional data are transportable via a trans-
parent disk featuring a knob-like handle, and the
objects can be read out from a simple-to-use plug-in
slot. The Plexiglas boxes in which the virtual characters
are transported between the stations are imitations of a
transparent container that might actually serve to
accommodate such an action figure and from which
it can subsequently be ‘unleashed’ by opening the
container’s hatch on the Gulliver’s World Stage.
4 Self-directed exhibition reporting
‘Gulliver’s World’ is an installation in permanent
public usage so that it is frequently assessed by dif-
ferent user groups. Additionally, extended task work-
shops show the creative exposure to both the content
and the media technology modules. People’s under-
standing of the installation principles becomes trans-
parent about what is useful for further developments.
4.1 Permanent public usage
In 2004, 64,000 visitors toured the Museum of the Fu-
ture, the venue of ‘Gulliver’s World’. In 2005, the fig-
ure was 72,000. Visitors are escorted by Trainers,
guides who have themselves been specially trained by
the installation’s developers. The Trainers accompany
the visitors as they encounter the installation and then
document their experiences and observations, mostly
the products of visitor queries and conversations in a
small group setting. This allows acquiring user’s feed-
back that is applied for redesign processes.
4.2 Extended task workshops
In conjunction with the ‘Gulliver’s World’ exhibition,
Ars Electronica offers an ongoing program of work-
shops that provide a setting for more intensive
involvement with digital media production. The pro-
gram is consulted by different grades of school.
Workshops, which are about 30 min in time, make it
possible to add a solid theoretical and technical basis to
the experience acquired in working with ‘Gulliver’s
World’ by applying this knowledge in other contexts.
The multilevel configuration of the workshops pro-
Fig. 13 Virtual Expedition. Interface for physical immersion andintervention in the ‘Gulliver’s World’ scenario based ontelepresence and image recognition
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ceeds from learning-by-doing in the ‘Gulliver’s World’
environment to a phase of acquisition of more ad-
vanced knowledge and then back to learning-by-doing
in so-called extended tasks. The workshops are the-
matically tiered and designed for youngsters between 8
and 16 years of age. Extended tasks encompass, for
example, digital storyboard development and the pro-
cess of designing and customizing a complete scenario
for ‘Gulliver’s World’ with aid of a digital content
development tool (Fig. 14).
Another extended task is the development of action
figures for ‘Gulliver’s World’ and their transfer from
the material to the virtual world by 6–10 year olds
(Fig. 15).
This workshop’s content package includes con-
structing the installation components that are neces-
sary for this procedure as well as learning the principles
of the Greenbox and of telepresence. In another task,
experts from the Ars Electronica Futurelab staff and
game designers explain to youngsters 16 and up the
process of creating computer games, which closely
resembles the process of constructing ‘Gulliver’s
World’. Thus, computer game development can be
understood in step-by-step fashion and this knowledge
can be implemented by the youngsters themselves in
their own small-scale projects.
5 Summary
The several stations of ‘Gulliver’s World’ enable to
collaboratively create 3D worlds that include self-cre-
ated 3D models, landscape textures, virtual characters
with lives of their own and video sequences. Brought
together on a virtual stage, the components merge in
micro-stories that show small social behavioural and
environmental change scenes. The stations feature
many different modes of content creation from purely
real to purely virtual and enable this tightrope walk
due to physical-based interfaces and navigation tech-
niques. The different modes of manipulating the stage
events emphasize the collaborative work of the users
and let them get creative with their hands. Results
show that users come up with a multitude of different
ways using the system for content creation. Some of
them are sold on intentionally creating sophisticated
own stage settings and stories and start to verbalize
them in small teams. They generate consistent worlds
in which they dovetail the modules of ‘their’ scenario.
Based on the fact of the character’s specific traits
people add complementary or contrary ones to mobi-
lize small social interaction sequences. Other users
concentrate on playing with the interfaces and try out
multiple ways through the nonlinear installation by
jumping back and forth within the environment. They
intuitively place objects and characters and just ob-
serve and reconfigure the scenes afterwards. However,
the worlds differ in every cycle because of collabora-
tively designed landscapes and entities that live
through a multitude of micro-stories.
The approach taken to designing ‘Gulliver’s
World’— as a socio-technical field of experimenta-
tion—has established a public laboratory situation that
pursues two approaches. The prototypical design of an
edutainment-based learning platform in a nonlinear
interactive exhibition context is coupled with the
observation and analysis of a mixed reality collaborativeFig. 14 Children in action during the digital storyboard devel-opment workshop
Fig. 15 Children in action during the virtual character develop-ment workshop
Virtual Reality (2006) 10:109–118 117
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environment for the optimization and expansion of this
installation in pursuit of an R&D agenda.
6 Future prospects
Both individual components as well as the entire
environment are applied to a wide range of contexts.
Currently, the Ars Electronica Futurelab is developing
an application that will replace the Gulliver’s Travels
content with a virtual city ecosystem—‘Citypuz-
zle’—for the Ars Electronica Festival 2006. The infra-
structure and the concept for mediating the encounter
with content are being applied in a business context for
the simulation of business procedures and to depict
production sequences in industrial processes. Currently
in planning are applications designed to perform sim-
ulations in the auto industry and to turn out scientific
visualizations.
References
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