Research Challenge Results
|Full Conference||Basic Conference|
|Tuesday, 4 August | 1:45 - 3:30 pm | Rooms 265-266|
A special session in which teams who have worked on this year's Research Challenge present their solutions. Judges evaluate the projects and award wonderful prizes to the teams displaying the most complete, creative, elegant, and appealing solutions.
First Place: Project: Prey
Second Place: The P-War: Interactive Social Game Based on Dogs' Territorial Behaviors
The P-War: Interactive Social Game Based on Dogs' Territorial Behaviors
Dogs have been human companions for ages, and we humans often assume that we understand them better than we actually do. P-War is an experimental game that uses GPS and mobile technologies that allows players to experience dog social dynamics from a dog's point of view while physically interacting with each other and exploring territories they mark as dogs would, using the custom-designed P-War mobile screen interface.
Catalyst: Seeing Through the Eyes of a Cat
This simulation of the cat visual system is based on neuroscientific research. It illustrates four of the major differences between the cat and human visual systems, and maps those contrasts into a space that can be readily observed by humans. This project also includes an educational game that is designed to teach players about how their vision differs from cat vision.
University of Victoria
Project: Prey simulates the auditory and visual experiences of animals of prey, including (among others) rabbits, deer, and squirrels. It allows human users to experience "hearing" with two ears that rotate 180 degrees, independently of each other. The project also provides users an opporutnity to "see" with monocular vision. Both experiences are markedly different from the auditory and visual capabilities of human beings.
City University of New York, New York City College of Technology
New York City College of Technology
An Ant's Life
In this first person interactive game, players experience the world as members of an ant colony, from hatching through successive life phases in and around the nest. The game's interface maps the antŐs dominant senses (smell, taste, and touch) to a first-person interactive audiovisual display, conveying a localized and qualitative perception of the environment. The game takes place in a fully accessible and interactive simulation of the colony and its environment, populated by other ants and critters. As the ants mature, they grow larger and stronger, their senses become more refined, and their range increases.