| The
Hunting of the Snark (2001)
The
Hunting of the Snark is an adventure game, designed to promote
novel forms of playing and learning, using a diversity of
ambient and pervasive technologies. Working as a large multi-disciplinary
group of researchers and designers, we developed a range of imaginative
experiences for children, using a suite of tangibles and other
technological devices.
The Hunting of the Snark game involved groups of children
working in pairs to hunt an elusive, virtual creature called
the Snark, in a large interactive environment. The Snark never appears
in its entirety but sometimes as an emotion and other times
as a personality.
It also only appears for short periods of time in a variety
of magical places, including water, a cave and in the air.
The Snark appears depending on what actions the children
perform using certain physical objects. The Snark responds
to the
children’s actions in a variety of tantalizing forms.
Searing animations and moving sounds appear and disappear.
While interacting with the Snark the children have to capture
as much of the Snark's behaviour and personality as possible
using the Snarkcam.
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The
Snarkcam |
First
children used a ‘Snooper’ tool to find hidden
virtual tokens that would allow them into the other activity
spaces where they could interact with the ‘Snark’.
When they have discovered all the virtual objects, they are
then transformed into physical objects. These were food, music
stones and a key.
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 |
Collecting
virtual clues to find the Snark |
Children
then used food tokens tagged with wireless technology to ‘feed’
the Snark in a virtual pond. Animations and sound were used
to depict whether the Snark liked or disliked the food it
had been given.
 |
 |
The Snark in
the water |
Children
also used music tokens to activate a ‘cave’, where
we used pressure sensitive pad technology was placed underneath
a floormat. On moving around inside the cave, various noises
were created. Children had to discover which kinds of sounds
the Snark liked. Again animations and sound were used to convey the emotions
of
the Snark.
Finally
the children wore ‘flying’ jackets embedded
with multiple context sensors (accelerometers) that gather
data
on where the wearer is and what they are doing and to monitor
their arm movements. The children could see their arm
movements
on a large display. Together their actions affected whether
the Snark was happy, sad or bored. Again animations and
sound
were used to depict the feelings of the Snark.
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Flying with the Snark
|
A number of studies with children ranging from 7-10 years,
demonstrated ways in which these technologies can promote
playful learning, particularly engagement, imagination, collaboration,
and reflection. Analysis of the children's experiences with
the Snark game also suggest that they are able to articulate
'causality' concepts of 'making the invisible visible', 'bringing
the far to the near' and 'moving through traversals of physical/virtual
spaces' in a variety of ways.
Devices
- Snooper
- The Well
- Cyberjacket
Publications
Rogers, Y., Scaife, M., Harris, E., Phelps, T., Price, S.,
Smith, H., Muller, H., Randell, C., Moss, A., Taylor, I.,
Stanton, D., O'Malley, C., Corke, G. & Gabrielli, S. (2002)
'Things aren't what they seem to be: innovation through
technology inspiration'. Proceedings of Dis2002,
London, 25-28 June, 373-377
Luckin, R., Connolly, D., Price, S., Rogers, Y., Tolmie, A.,
and Yuill, N., (2002) What happened when the Snark
and the Aardvark stepped on the Pelican. Extending
learning beyond the classroom PC. In Proceedings of the British
Psychological Society Developmental Section Conference, Brighton
2002, Symposium 3, 21-23.
Price, S., Rogers, Y., Scaife, M., Stanton, D. & Neale,
H. (2003) 'Using ‘tangibles’ to promote
novel forms of playful learning'. Interacting with
Computers, Special Issue: on Interaction design and children
Vol. 15/2, May 2003, pp 169-185.
Partners
involved:
Sussex University
Yvonne Rogers, Mike
Scaife, Eric Harris,
Ted Phelps, Sara
Price, Hilary Smith
Bristol University
Henk Muller, Cliff Randell, Andrew Moss
Nottingham University
Ian Taylor, Danae Stanton, Claire O'Malley
Royal College of Art
Greta Corke
Interaction Design Institute Ivrea
Silvia
Gabrielli
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