Automatic behavior analysis in tag games: From traditional spaces to interactive playgrounds

    Research output: Contribution to journalArticleAcademicpeer-review

    Abstract

    Tag is a popular children’s playground game. It revolves around taggers that chase and then tag runners, upon which their roles switch. There are many variations of the game that aim to keep children engaged by presenting them with challenges and different types of gameplay. We argue that the introduction of sensing and floor projection technology in the playground can aid in providing both variation and challenge. To this end, we need to understand players’ behavior in the playground and steer the interactions using projections accordingly. In this paper, we first analyze the behavior of taggers and runners in a traditional tag setting. We focus on behavioral cues that differ between the two roles. Based on these, we present a probabilistic role recognition model. We then move to an interactive setting and evaluate the model on tag sessions in an interactive tag playground. Our model achieves 77.96 % accuracy, which demonstrates the feasibility of our approach. We identify several avenues for improvement. Eventually, these should lead to a more thorough understanding of what happens in the playground, not only regarding player roles but also when the play breaks down, for example when players are bored or cheat.
    Original languageEnglish
    Pages (from-to)63-75
    JournalJournal on Multimodal User Interfaces
    Volume10
    Issue number1
    DOIs
    Publication statusPublished - 2016

    Keywords

    • Automatic behavior analysis
    • Interactive playgrounds
    • Entertainment technology
    • Ambient intelligence

    Fingerprint

    Dive into the research topics of 'Automatic behavior analysis in tag games: From traditional spaces to interactive playgrounds'. Together they form a unique fingerprint.

    Cite this