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Tangible Interaction Design (3D Installation Game)
Tangible Interaction Design (3D Installation Game)
Faculty Guide
Mr. Tanmoy Goswami
By
2. Literature Review
2.1 Research paper
2.2 Websites and Blogs
2.3 Summary
3. Design Methodology
3.1 Need Assessment Analysis
3.1.1 Logistics for Survey
3.1.2 Questionnaire and Response
3.1.3 Insights from Student and faculty Responses
4. Conceptualization
4.1 Brainstorming
4.2 Concept Generation
4.3 Hardware Specifications
4.4 Ideation
4.4.1 Block Diagram
4.4.2 Pin Diagram
4.4.3 Functionality (Working)
4.4.4 Code
5. System Design
5.1 Requirement Analysis
5.2 UML Diagrams
5.2.1 Use case
5.2.2 Activity Diagram
6. Prototype Design
6.1 Monitor Screen Interface
6.2 Mobile Screen Interface
6.3 Model Making
6.4 Costing
7. Testing
8. Conclusion
1 Introduction
1.1 Background
In India, Education is virtually the practice that provides school or college experiences to children. It is
the process during which all children, regardless of their abilities and needs, participate into the same
learning environment. But due to Communication barriers in the classroom and colleges between
students themselves and between student and faculties, it makes difficult for students to get the most
out of their education.
Personality differences and peer pressure add to the mix, making some classroom interactions feel
awkward or forced. Some of the other possible reasons behind the failure of communication between
teachers and students and between students and students are “Unknown Expectations” which means
neither the teacher or the student pushes the communication or expresses their expectations, both
parties may stay silent. Then comes “Problems with Comprehending” which means Often, students
have unaddressed learning or speech difficulties and struggle to communicate in classroom settings.
Sometimes, they have trouble comprehending lessons and organizing their thoughts. Because of hesi-
tation, students often shut down, isolating themselves out of fear or embarrassment. Communication
barriers might also be created from “Personality differences” between the two.
1. To analyze the Interaction barrier existing in our college between interdisciplinary Department
students.
2. To propose a solution which would break the interaction barrier and would develop a positive
Learning environment.
3. To install a working prototype model within the campus premises which would help students to inter-
act, learn from each other and exchange ideas and experiences.
2 Literature Review
A lot of studies have been done focusing on the current scenario of communication barrier between
students in colleges and schools. Learning through interaction and complete engagement of one
learners to another is important to develop mastery of the subject in meaningful manner.
Department of Education statistics suggest college enrollments was approximately 20 million in the
year 2010. Implementing learning based on computer-mediated communication (CMC) is one of the
main ways the institutions are addressing rising student enrollment , costs and higher learning environ-
ment. The design of meaningful interaction, for the purpose of learning, requires selecting activities
that allow learners to practice doing what knowledgeable and experienced people do with the content.
But due to some differences, fear and hesitation among the students they are unable to get most out
of their education.
Objective:
1. To find out whether the learners give an important value to classroom interactions that
happens inside the classroom in activating their speaking skill through participating with
their classmates or teachers.
2. To find out how often teachers and learners practice the communicative language
teaching and classroom interaction in their classes.
Methodology:
This research was designed to describe, analysis and interpret the conditions that exist
in relation to teachers’ use of classroom interaction. Hence, descriptive survey method
was employed on the assumption that it helps to reveal the current issues of teachers’
classroom interaction to develop learners’ speaking skills. The data obtained from teach-
ers and students through questionnaires, observation and interview were analyzed. Both
open-ended and closed-ended teachers’ questionnaires and students’ questionnaires,
and the teachers’ interview were analyzed separately. And the classroom observation is
used to support the finding by questionnaires and interviews.
Results:
As far as the factors affecting classroom interaction are concerned, Large class size,
Shyness, anxiety and stress, Fear of making mistakes, Nothing to say about the chosen
topic, Limited vocabulary knowledge are the reasons for Communication barriers. Almost
all of the responded teachers’ role in CI as follows: Providing different activities. Facilitat-
ing the interaction, Giving feedback and corrections, Assess the learners’ speaking,
Encouraging students and Grouping the learners.
2
Paper name:
CONTEXT-AWARE INTERACTION AND NAVIGATION IN MOBILE GAMES
Objective:
To Integrate a context-aware navigation and adaptive menu structure in an attempt not
only to reflect the effect of new contexts of use on human-computer interaction, but also
to overcome usability problems that occur when limitations of small screens are com-
bined with complex rules and massive options in the next generation of rich mobile
games interaction.
This results in the following requirements for designing usable interaction for mobile
devices:
1. Providing fast access to information and functionality,
2. Allow high-speed interaction by providing control via numpad or touch-screen rather
than keyboard control,
3. Design of brief human-computer dialogues if possible,
4.Communication of functionality during the use rather than providing lengthy manuals,
5. Intuitive user guidance,
6. Audible feedback.
Observation:
By using the context-aware menu structure we were also able to introduce a way to teach
functionality and game concepts within the game-play, while keeping the complex rules
and rich graphics that define the game. We therefore resume that using context-aware
data to structure menus of complex mobile applications is an effective and efficient way
to enhance the usability of such programs. The advantage of this approach is that game
functionality will be more transparent as the process visualises the connection
between the appearance of interactive elements on screen and an enhanced room for
manoeuvre. This way, game concepts can be understood while playing the game and
walking through the virtual world without forcing the user to read through excessive
game descriptions.
3
Paper name:
Teens’ gaming experiences are diverse and include significant social interaction and
civic engagement
Objective:
To examine the relationship between specific gaming experiences and teens’ civic activi-
ties and commitments.
Methodology:
The Parent and Teen Survey on Gaming and Civic Engagement, sponsored by the Pew
Internet and American Life Project, obtained telephone interviews with a nationally
representative sample of 1102 12- to 17-year-olds and their parents in continental U.S.
telephone households. The survey was conducted by Princeton Survey Research
International. Interviews were done in English by Princeton Data Source, LLC, from
November 1, 2007, to February 5, 2008. Statistical results are weighted to correct
known demographic discrepancies. The margin of sampling error for the complete set of
weighted data is ±3.2%.
The sample was designed to represent all teens ages 12-17 living in continental U.S.
telephone households. The telephone sample was provided by Survey Sampling Interna-
tional, LLC (SSI) according to PSRAI specifications. Interviews were conducted from
November 1, 2007 to February 5,2008. As many as 10 attempts were made to contact
every sampled telephone number. Sample was released for interviewing in replicates,
which are representative subsamples of the larger sample.
Findings:
1. Fully 97% of teens ages 12-17 play computer, web, portable, or console games.
2. Most teens do not limit themselves to just a few game genres, instead choosing to play
many different types of games. Daily gamers are more likely to play a wider range of
game genres than non-daily gamers.
3. For most teens, gaming is a social activity and a major component of their overall
social experience. Teens play games in a variety of ways, including with others in person,
with others online, and by themselves. Although most teens play games by themselves at
least occasionally, just one-quarter (24%) of teens only play games alone, and the
remaining three-quarters of teens play games with others at least some of the time.
4. Online gamers are more likely to report playing games mostly with people they know in
their offline lives than with teens they met online. Of teens who play games online with
others: 47% of teens play online games with people they know in their offline lives. 27%
of teens play online games with people they first met online. 23% of teens play with both
friends and family known in the offline world and people they met online.
1. www.learningsolutionsmag.com
Article name: Interaction, Activities, and Learning: Engage learners meaningfully to develop mastery
2. www.hedgehoglab.com
Article name: Rise of Gaming Companion Apps
3. tophat.com
Article name: 6 INTERACTIVE CLASSROOM ACTIVITIES FOR COLLEGE STUDENTS
4. www.sciencedaily.com
Article name: How Does Online Gaming Affect Social Interactions?
5. www.toppr.com
Article name: Lack of Communication Between Teachers and Students
2.1 Summary
1. Interactivity is considered an important measure of good online learning. The design of meaningful
interaction, for the purpose of learning, requires selecting activities that allow learners to practice
doing what knowledgeable and experienced people DO with the content (in order to gain expertise and
mastery — over time).
2. Research shows that transfer of learning is greatly enhanced when learning environments allow
learners to experience real world complexity, with support. People don’t learn as well by being fed infor-
mation. They learn best by engaging in meaningful activity. The best activities are those that mirror the
way the content is used in the real world.
3. Companion apps are the natural evolution of this growing second screen trend. These apps are
specifically designed to enable the user to interact with a related third party product, so it was only a
matter of time before the booming Gaming industry tapped into this field. This rapid development of
companion apps demonstrates the immense possibilities for interaction between two different medi-
ums using Smartphones and tablets – and even wearable technologies. These powerful devices open
hundreds of wonderful possibilities for mobile app developers to create amazing interactive experienc-
es not just for games, but for any interactive medium.
5. Effective communication between teachers and students has the potential to improve the learning
experience and create a positive environment in the classroom. Communication between teachers and
students might also be hampered from personality differences between the two. Peer pressure can
create communication problems in the classroom when students respond to teachers by acting funny,
cool or disengaged. Thus, indulging students in activities which involve everyone participation could
help to bridge the gap.
3 Design Methodology
3.1 Need Assessment Analysis
A needs assessment is a systematic process for determining and addressing needs, or "gaps" between
current conditions and desired conditions or "wants".
After getting insights from the Research paper , a survey was conducted within the college campus to
know the students and faculties views on interaction barrier and how it could be solved.
1. How many people will you survey or interview to collect needs assessment data?
Total 10. 8 students and 2 faculty
3. What kind of instrument(s)/tools /techniques will you use to collect data for the analysis?
Questionnaire will be formed and asked to Students and Teachers.
1)Do you think any friction or problems exist in communication between students of different disci-
plines?
3) Is there any hesitation that exists in approaching a senior? (For juniors only)
What kind?
4) Is there any hesitation that exists in approaching a junior? (For seniors only)
What kind?
7) What sort of place which you feel is a leveller for both people?
9) Do you think that we need a correct frame of mind to even approach people outside of our comfort
zone?
10) Do digital medium interactions make it easier for you to interact but also to avoid newer territories?
2. According to juinor students, Hesitation exists because no shared experiences and the sheer experi-
ence of being in the campus longer and according to senior students of college, they don't wanna look
weird and any form of senior junior interaction in sort of activities is being termed as ragging.
3. The students of different disciplines agree to the fact that interdisciplinary interactions adds value to
the cirriculum and overall learning experience as it helps to think in different perspective.
4. The students said no collaboration facilitated as part of the course for interaction.
Any activity which would involve group involvement such as chai- food- music- games- parties- education-
al as well as non educational experiences would help to break the barrier. They think digital medium
interactions is a good way to communicate someone but at the same time it does create a barrier due to
laziness and sheer comfort levels.
3. 2 Scenario Construction
After Desk Research and questionnaire survey within the design campus, we tried to create
the existing scenario. The scenario construction before innovation shows the interdisciplin-
ary students and faculty thoughts which are causes to build communication cage.
After Our innovation, We imagine a scenario where Students and Faculties from different
departments would come together in a platform which would provide them initial
setup to break the communication cage .
4 Conceptualization
4.1 Brainstroming
Tactile Switch
Tablet
Raspberry Pi
Andriod Phone
Monitor
4.4 Ideation
The setup consists of four components namely the normally open tactile push button
switches, the screen, an android phone app housing the speech recognition and the
raspberry pi itself. The buttons.py script holds the button control logic. The main.py
script controls the main logic of the game. On selecting a question from the main screen
the clue is displayed and the buttons are enabled allowing contestants to buzz in. Input
for the answer is taken from the android phone and the response is saved to the pi from
a flask script which takes the answer from url argument. The response is saved to a text
file and when a contestants time is over his answer is checked from another text file con-
taining the answers. The score is updated based on whether the answer is correct. Once
all questions are answered the game is over and the winner is congratulated in a final
screen.
4.4.4 Code
import pygame
from pygame.locals import *
import os
import sys
buzzers = button.Poll()
def main(*flags):
"""Main game loop and event handling."""
# Initialization
pygame.init()
#Put window in center of screen
os.environ ['SDL_VIDEO_WINDOW_POS'] = 'center'
screen = pygame.display.set_mode(SCREEN_SIZE,
pygame.FULLSCREEN if FULLSCREEN else 0)
pygame.display.set_caption('Jeopardy!')
if event.type == QUIT:
gs.state = gs.QUIT
if event.key == K_q:
if pygame.key.get_mods() & KMOD_SHIFT:
gs.state = gs.QUIT
else:
gs.state = gs.GAME_END
gs.set(gs.ANSWER_INCORRECT, **gs.kwargs)
if clueCoords:
gs.set(gs.CLICK_CLUE, coords=clueCoords)
if gs.state == gs.CLUE_OPEN:
coords = gs.kwargs['coords']
if uicontroller.clue_has_audio_reading(coords):
gs.set(gs.WAIT_CLUE_READ, coords=coords)
elif uicontroller.clue_is_audioclue(coords):
gs.set(gs.WAIT_TRIGGER_AUDIO, coords=coords)
else:
column = coords[1]
gs.set(gs.START_CLUE_TIMER, amount=gameData.amounts[column])
class Enum(object):
class GameState(Enum):
def __init__(self, *stateNames):
"""
Constructor. The names contained in 'stateNames' become the
objects attribute names that define states (see Enum and/or this
class's docstring).
"""
super(GameState, self).__init__(stateNames)
self._numStates = len(set(stateNames))
self._state = None
self._previous = None
self.kwargs = {}
def __repr__(self):
if not self.kwargs:
return repr(self.state)
else:
return '{0} {1}'.format(self.state, self.kwargs)
if self._state == newState:
raise StateTransitionError("Cannot transition a state to" +
" itself.", self._state, newState)
@property
def previous(self):
return self._previous
@property
def state(self):
return self._state
@state.setter
def state(self, val):
try:
val = int(val)
except (ValueError, TypeError):
raise StateSetError("'State' expects integer, not {0}.".format(
type(val).__name__), val)
self._verify_transition(val)
self._previous = self._state
self._state = val
self.kwargs = {}
if DEBUG:
print "State change: {0}".format(self)
class JeopGameState(GameState):
def __init__(self):
#Define states
states = (
'BOARD_FILL',
'WAIT_BOARD_FILL',
'WAIT_CHOOSE_CLUE',
'CLICK_CLUE',
'WAIT_CLUE_OPEN',
'CLUE_OPEN',
'WAIT_CLUE_READ',
'WAIT_TRIGGER_AUDIO',
'PLAY_CLUE_AUDIO',
'START_CLUE_TIMER',
'WAIT_BUZZ_IN',
'BUZZ_IN',
'WAIT_ANSWER',
'ANSWER_CORRECT',
'ANSWER_INCORRECT',
'ANSWER_TIMEOUT',
'ANSWER_NONE',
'DELAY',
'GAME_END',
'QUIT')
super(JeopGameState, self).__init__(*states)
if s.state == s.BOARD_FILL:
s.state = s.WAIT_BOARD_FILL
elif s.state == s.CLICK_CLUE:
coords = s.kwargs['coords']
file = open(os.path.join(ROOT_PATH, 'jeoparpy', 'questionnumber.txt'), 'w')
file.write(str(coords))
file.close()
s.set(s.WAIT_CLUE_OPEN, coords=coords)
class StateSetError(Exception):
"""
Exception raised when a problem occurs setting State in GameState.
"""
def __init__(self, msg='', errVal=None):
self.msg = (msg if msg
else "An error occured when trying to set 'State.'")
self.errVal = errVal
def __str__(self):
addendum = (" It is recommended to use the named constants " +
"defined in %s to set State." % __file__)
if not self.errVal == None:
addendum += " Bad value: %r" % self.errVal
class StateTransitionError(Exception):
self.previous = previous
self.attempted = attempted
def __str__(self):
addendum = ''
if self.previous is not None and self.attempted is not None:
addendum = ' Previous state: {0}; Attempted state: {1}'.format(
self.previous, self.attempted)
class Poll():
def __init__(self):
self.DEBUG = True
self.first = ''
self.center_press = 0
self.right_press = 0
self.left_press = 0
def reset(self):
self.first = ''
self.center_press = 0
self.right_press = 0
self.left_press = 0
def check(self):
center_input = gpio.input(self.center_button)
left_input = gpio.input(self.left_button)
right_input = gpio.input(self.right_button)
if center_input == False:
if self.center_press > 0:
if self.DEBUG:
5 System Design
5.1 Requirement Analysis
Unified Modeling language (UML) is a standardized modeling language enabling developers to speci-
fy, visualize, construct and document artifacts of a software system. Under UML Diagram, Usecase
diagram and Activity Diagram was done.
5.2.1 Usecase Diagram
A use case diagram at its simplest is a representation of a user's interaction with the system that
shows the relationship between the user and the different use cases in which the user is involved.
view game
Person 1
Press buzzer
answer accepted
Person 2
UseCaseSubject1
Help contestant within time
Passer by
Activity diagrams are graphical representations of workflows of stepwise activities and actions with
support for choice, iteration and concurrency.
6 Prototype Design
As the Jeopardy game starts, the follwing screens will be displayed on the monitor.
Introduction Screen
Main Screen
Question Screen 1
Question Screen 2
Congrats Screen
Speak now
1. Backdrop consist of HDMI Monitor, Raspberrypi 3B, Light indicator for correct
answer
2. Roof track fixture is extended half of the floor, which will give support to track-
light over the stage.
4. Contestant Kisok , there is a three kiosk for the participant and each kiosk
having buzzer button at top.
Monitor
Holder
Rasberrypi
holder
Roof Track light
Backdrop
Switch 1
Switch 3
6.4 Costing
Projector:- 8000/-
Raspberry pi:- 4000/-
Light Indicator:- 1500/-
Total:-17400/- approx
Total:- 9700/-
Contestant kiosk material:- Acrylic:- 3500/- kiosk size:- 84inch x 16 inch:- 3 pieces
Bending, finishing & making charges:-2000/-
Display Screen for kiosk:-12 L x 8 W inch
Acrylic:- 500/-
Finishing charges:- 200/-
Buzzer & Wire:- 1800/-
Total:- 8000/-
2. Code in Python
7. Response saved to the pi from a flask script which takes the answer from url
argument.
10. Once all questions are answered the game is over and the winner is congratulat-
ed in a final screen.
Interdisciplinary students participating in game
The limitation of the project was that the installment couldn’t be done in an actual dimensions
and was done in 1:10 ratio. The participant involvement for the current model was limited to
maximum number of 3, which could be increased when made in actual dimensions. Smart foot
sensors could be used instead of Contestant kiosk.