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article(s) in LSE Research Online to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. You may freely distribute the URL This report series on connected learning was made possible by grants from the John D. and Catherine(More)
This paper describes a new large-scale motion capture based game that is called Squidball. It was tested on up to 4000 player audiences last summer at SIGGRAPH 2004. It required to build the world's largest motion capture space, the largest motion capture markers (balls), and many other challenges in technology, production, game play, and social studies.(More)
provided exceptional help and great spirit in making the distributed work of our Task Force possible. Katherine Lawrence encapsulated the Task Force's work in a carefully crafted Executive Summary. I magine a high school student in the year 2015. She has grown up in a world where learning is as accessible through technologies at home as it is in the(More)
This thesis offers an alternative to the stationary, hand-centric experience that most existing video games provide. It proposes a scenario in which the player can affect action in the game by using his or her entire body, free of wires and controllers. Through the use of computer vision technology, this thesis attempts to develop an interactive vocabulary(More)
Much of the recent interest in virtual worlds has focused on using the immersive properties of virtual worlds to recreate an experience like that of interacting face to face with other participants. This thesis instead focuses on how we can use the distinctive properties of virtual spaces to create experiences native to virtual worlds. I present two(More)