
"The Nautilus game is designed for location-based entertainment (LBE) such as amusement parks. It is expected to last only five minutes in order to enable a large number of groups to experience it each day, and is designed for small groups of players, aged between 8-13 years, with no previous experience of computer games. "
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What the Nautilus game does is track the movement of people within the space through the use of pressure pads. This information is then used to manipulate the screen based graphics which are designed to allow the user to navigate through a three dimensional space. In the context of the game, this space is an underwater world and the user's can control a "virtual vehicle (a submarine.)" http://www.ercim.org/publication/Ercim_News/enw57/leikas.html
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I chose to use Nautilus for the compare contrast because I think it’s quite similar in nature. It’s immersive and allows its users to interact with an interface through movement in the physical space. Additionally, the Nautilus like our project is aimed at children. On the other hand, one of the major differences are that the Nautilus is a team adventure game where as ours is a more simply a story for children to read. Furthermore, while the Nautilus allows free movement as far as navigation is concerned, our project only allows navigation through a set of predetermined paths.
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To back up the comparison I have found quite a few research papers that reflect on Nautilus.
http://www.ercim.org/publication/Ercim_News/enw57/leikas.html
http://www.ece.ubc.ca/~elec518/previous/hit2004/papers/Dong.pdf.
http://www.sfu.ca/~rwakkary/papers/p764-wakkary.pdf.
http://a.parsons.edu/~cherdlick/thesis/dec_research.pdf.
http://www.ercim.org/publication/Ercim_News/enw57/leikas.html
http://www.ece.ubc.ca/~elec518/previous/hit2004/papers/Dong.pdf.
http://www.sfu.ca/~rwakkary/papers/p764-wakkary.pdf.
http://a.parsons.edu/~cherdlick/thesis/dec_research.pdf.
1 comment:
The Nautilus game looks like an excellent choice for comparison with the Virtual Environment team's project, particularly given the similarities in terms of target audience and game-like interaction. You have also managed to pull together a good range of sources to support your comparison.
You mention that Nautilus is a team adventure game rather than a story, but the exploratory nature of the game can be seen in similar ways to how children might explore alternative story lines or situations within the story.
The way that 'input' is sensed seems a key point of focus to me. Nautilus seems to only use a 2-dimensional grid of pressure pads for interaction with the game. Does this limit what is possible in terms of the experience/exploration? What alternative techniques have you explored to get input from your audience and how might this lead to different experiences?
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