outdoor technology for kids

69
Simona Filareti Giuseppe Fiumara Fatima Nafie Eliana Zamblera UBIQUITOUS E CONTEXT AWARE COMPUTING. A.A. 2016/2017 OUTDOOR TECHNOLOGY FOR KIDS

Upload: eliana-zamblera

Post on 17-Feb-2017

38 views

Category:

Technology


0 download

TRANSCRIPT

Simona Filareti

Giuseppe Fiumara

Fatima Nafie

Eliana Zamblera

UBIQUITOUS E CONTEXT AWARE COMPUTING.A.A. 2016/2017

OUTDOOR TECHNOLOGY FOR KIDS

Index1 Introduction• Outdoor vs indoor• Examples: Hoverboard and Sensly

2 Outdoor Advertising • Definition• Benefits • Case stories

3 Wironi• Project• Fountains• How does it work?• Gestures• Content • Final remarks

4 Smart Playground• About Kompan• Kompan play institute• Smart playground

5 Smart Toys• Definition• Smart toys with a graphic interface (indoor/outdoor)• Smart toys without a graphic interface (indoor/outdoor)

6 Technology yes/no• The challenge• Family Media Plan/ Locategy• How smartphone and tablets affect childhood• Final toughts

OUTDOOR vs INDOOR

OUTDOOR TECHNOLOGY

• Products are designed to go anywhere and look great doing it!

• Outdoor means Out-of-Home

• Out-of-Home technology is focused on users when they are «on the go», in public places, in transit, waiting (such as in a medical office)

HOVERBOARD

• It’s an elettric scooter also called street board.

• Complicated technology uses sensors and microprocessors, which are able to maintain the hoverboard in balance giving great stability and safety to the driver.

• Simple and intuitive, environmentally friendly, convenient to carry and cheap.

• Hoverboard consists in two platforms that move on the same axis. At the far end, there are two parallel wheels. The commands are given through the feet pressure, or simultaneously or one at a time. Each foot, in fact, controls a wheel and it is tilted forward to start and accelerate, backward to stop and go into reverse.

INDOOR TECHNOLOGY

• Technology used inside a building.

• Indoor positioning system (IPS) is a system to locate objects or people inside a building using radio waves, magnetic fields, acoustic signals, or other sensory information collected by mobile devices.

• There is no standard for an IPS system.

SENSLY

• Sensly is a portable pollution sensor capable of detecting the air pollution levels using its onboard gas sensors to collect information about the various gases present.

https://www.youtube.com/watch?v=yv3JSjXHWsk

• Being aware of this data helps you to take action and bring the pollution levels down around you.

• This information can be fed directly to your smartphone for real time push notification updates.

• Powered by either a battery or from the mains, using a micro usb lead.

OUTDOOR MARKETING

• Outdoor marketing, quite simply, is marketing conducted outdoors. Billboards—whether print or digital—comprise about 65 percent of all outdoor marketing, while signs on buses and public benches are also popular locations.

• As marketing in general becomes more ubiquitous—and thus, more competitive—outdoor marketing is also becoming more innovative, and thus has been a common target for guerrilla-marketing tactics.

BENEFITS OF OUTDOOR ADVERTISING

• Outdoor Advertising targets the mass market;

• Re-assures the consumer of the brand choice;

• Reaches markets no other advertising medium can;

• Visibility;

• Builds brand loyalty;

• Maintains brand dominance;

• Strategically located;

• Coverage, frequency and impact.

MARKETERS TARGET KIDS• Kids represent an important demographic to marketers because in

addition to their own purchasing power (which is considerable) they influence their parents’ buying decisions and are the adult consumers of the future.

CASE STORIES

LIVE FEED

• This is a wonderful concept for compassion in world farming. Through an application, and after a small donation, you can feed pigs live on a huge screen. Stressing the importance of free range farming.

• the campaign is really, really fun; the Elvis agency connected an enormous interactive billboard on Eat Street in Westfield shopping centre, London, to Wren Davis free-range farm in Buckinghamshire, allowing shoppers to use a live feed app to throw “apples” at the billboard and then watch an elaborate feeding machine catapult them to hungry pigs in real life over at the farm

https://vimeo.com/95387128

“PHONE US AND WE'LL HELP YOU”

• The ANAR Foundation, a child-advocacy organization, used lenticular printing (Lenticular printing is a process that allows for different photos to be seen depending on the angle the image is viewed from) in this powerful outdoor ad to send different messages to children and adults. Anyone under about 135 cm sees bruising on the child's face in the poster, along with ANAR's hotline number and copy that reads, "If somebody hurts you, phone us.

• People taller than that, simply see the child without the bruise and the line, "Sometimes child abuse is only visible to the child suffering it." The metaphor embodied in the display is apt—the figurative differences in perception between abuser and abused here become literal.

https://www.youtube.com/watch?v=DJNumaEghn4

WIRONI

THE PROJECT

• First interactive street furniture in Italy

• This project is a collaboration of the research group in Interaction Design atthe University of Siena with Monteroni d’Arbia (Siena)

• We have no news about this project. The app and the site dedicated to the project are no longer available

FOUNTAINS

• Like water can be delivered by simple taps or accomplishments through works of art, internet can be spread through the hardware and software facilities, which come into relationship with the context.

• Internet access with hotspot wireless

HOW DOES IT WORK?

• Three ultrasonic sensors that can detect user’s gestures, identifyingthe presence of people next to totem and allowing them to enjoycontent chosen by themselves.

• User interactions were understood by the system based on the data from the sensors.

• 3 channels:

- Web Radio

- Podcasts

- Voice

GESTURES

• Ignition: Wironi was lit holding hand in front of any of the sensors for more than 3 seconds. At power Wironi responded to the user with: «Wironi On», starting the last listened channel.

• Channel selection: Wironi had three audio channels corresponding to the three sensors, these were selected by holding hand in front of the sensor for 2 seconds, at a maximum distance of 50 cm. The selection of a channel was made as an audio file as the channel, (for example «Channel Podcast» and then automatically started the first channel of the first file or streaming radio.)

• Content management: passing hand in front of the central sensor, was interpreted by the software as a gesture of sliding, so it changedthe audio track. Recognized the gesture from the software, it sent the sound effect of peeling of a paper page, as the success of the gesture.

• Turning off: to turn off Wironi you had to hold your hand in front of the active channel sensor for more than 2 seconds. The shutdownalso occurred automatically after 20 minutes since the last activationof a sensor, in such a way to turn off the sound if there was no activityin front of the totem.

• Overnight, Wironi had been scheduled to go off at 23:00. Beforepowering off, a voice said "WiRoni Off".

CONTENT

• A web service allowed you to update content directly from the employees of the municipality or by the users who had access to the service.

• Publishers of content Wironi had the opportunity to update the list of radio stations, add RSS feeds to podcasts list, and create new contentfor voice.

• Wironi allowed to listen to 12 files for channel. So, they wereavailable only the last 12 published on the platform files.

• Mobile application for iPhone and Android allowed to navigate on allcategories of content and listen to the audio stream directly on Wironi.

Site and App are no longer available.

FINAL REMARKS

Probable causes of "failure":

• The sensors are on the top, too high for children but also for adults

• Likely change in city administration

ABOUT

• Go Play has been building playgrounds throughout Ireland for over fourteen years. Founded in 2001 Go Play has a long association with Kompan as exclusive agents and in 2010 became part of the Kompan group. As part of the world’s largest playground equipment manufacturer now they are rebrand as Kompan Ireland Ltd.

• They are Ireland’s premier provider of public playground equipment and safety surfacing solutions. Their office is in Galway and they provide a country wide service and have their own in-house design team and work with specialist installation and maintenance teams. They have installed hundreds of playgrounds throughout Ireland catering for children, teens and adults.

• One reason why they're the global leader in their field is the Kompan Play Institute. This unique knowledge center is a valuable repository of insight into children's play, health and learning e.g. through research. It's the perfect complement to their decades of hands-on experience making playgrounds that promote child development.

• The Kompan Play Institute is an international network that collaborate with researchers and scientists who monitor trends and conduct studies within health, learning and social inclusion in the areas of children’s development and play.

PLAY INSTITUTE

KOMPAN MAKES LEARNING FUN• For the first time ever Kompan has built the fascinating themes of fairy

tales into outdoor play designs, and combined age-appropriate physical challenges with a full digital package of fairy tales and virtual games supporting learning, edutainment and fun.

• The result is a new patent pending product line setting completely new standards for what a playground can offer.

• In 2014 Kompan launches the Smart Playground product line and Hans Christian Andersen assortment.

SMART PLAYGROUND-website

http://www.smart-playground.com/

THREE KEY ELEMENTS

1 Themed Play structure

• The colourful themed playground structures have two fairy tales in one product, offering age-appropriate physical challenges for both the younger and older children. The structures facilitate free, guided and instructed play.

2 The Fairy Tales

• The Little Mermaid, The Ugly Ducking and The Tinderbox are loved by children and adults all over the world. Fairy tales are designed for the child's world and spark role-play and imagination. They contain universal truths and provide moral insights.

3 Digital Content

• By using Apps, downloaded for free to your tablet or smartphone, a link between the physical and virtual world is created. The Apps offer, on the spot, the popular fairy tales of Hans Christian Andersen, to read, or have read out loud in 16 different languages.

SMART TOYS• A smart toy is a toy which effectively has its own intelligence by means of inner electronic devices.

• According to UK-based analyst firms Juniper Research, annual smart-toy worldwide sales are expected to grow from about $2.8bn in 2015 to $11.3bn by the end of 2020. Digital toys and internet-connected children's smart-toys will represent a significant part of this growth.

SMART TOYS

Two different kind of Smart Toys :-With a graphic interface -Without a graphic interface

Each category is divided into:

indoor Vs outdoor

SMART TOYS WITH GRAPHIC INTERFACE• OUTDOOR

Among the games with a graphic interface that have a connection with the external world (outdoor) , surely can be included Pokemon Go. This is an application for smartphone, based on an augmented reality. It was developed by Niantic, a small team of engineers and designers who recently broke away from Google. The App was created in collaboration with Nintendo. It also provides a space for other platforms such as iOS, Android and Apple Watch.

Ingress è un videogioco di realtà aumentata creato da Niantic.

SMART TOYS WITH GRAPHIC INTERFACE

How does it work?

It shows a map of the area and walking in the streets with the GPS on and with Internet connection, you have the possibility to run into the Pokémon. The aim of the game is "catching" Pokémon. If you play with a smartphone with gyroscope, you can capture the creatures using the camera and so let's start the augmented reality. To catch the pokemon you just have to swipe on the screen to throw the Poké Ball.

Ingress è un videogioco di realtà aumentata creato da Niantic.

SMART TOYS WITH GRAPHIC INTERFACE

To get new Poké Ball, other types of Poké Ball or other tools, you just have to go into one of the Pokéstop in the city. In the real world , Pokèstop corresponds to an historical or artistic place. In this way you can gain experience points, useful to pass the level and unlock new functions like to be part of one of the three team present in the game:

YELLOWBLUERED

The choice of the team is important to determinate the conquest of gyms (Pokémon Gym), also situated in places of interest.

Ingress è un videogioco di realtà aumentata creato da Niantic.

SMART TOYS WITH GRAPHIC INTERFACE

Curiosity

Niantic has also used Ingress data as a basis to determinate where PokéStop and Gyms that appear in the Pokémon video game Go, have to be placed.

Ingress è un videogioco di realtà aumentata creato da Niantic.

NEGATIVE AND POSITIVE ASPECTSNegative aspects:

• The game was quite demonized by the media and several accidents made the situation worst . For example, few months ago, in Central Park, a hundred fanatics flow in the street, because of the appearance of a rare Pokemon. Everyday we heard about car accidents due to Pokemonappearance. Recentely the problem has been solved by an update, which blocks the App when one exceeds 12kmph .

• One of the main problems of the users is the lack of interaction because the game doesn't have a chat. Players often complained that there is no chance to exchange Pokémon or make PVP battles

ASPECTS NEGATIVES, POSITIVES

Positive aspects:

• Many critics have pointed out that one of the positive aspects of using Pokémon Go is that it makes you walk: "The image of the Pokémon Go player is different from the classical one, with the child who stay in his own bedroom playing video game. Surely this virtual game make it possible to interact with the environment because it takes place in the outside, "adds Dr. Paolo Amami, neuropsychologist and psychotherapist at Humanitas Hospital.

SMART TOYS WITH GRAPHIC INTERFACE

Xiaomi Toy Block

It is the first famous Chinese Smart-Toys company for the production of smartphone. It is essentially a LEGO-style robot, which can take different shapes (based on the way they use to join different blocks) and can be controlled through the smartphone.

• INDOOR

SMART TOYS WITHOUT GRAPHIC INTERFACE

"The industry of Smart-Toys tends to exit the screen," says Sellers TondaBunge, organizer of the Digital Kids Conference which is held every year in New York. "The smart toys are gaining in popularity, in part because of a concern that children may spend too much time watching the screens"

SMART TOYS WITHOUT GRAPHIC INTERFACE

POCKET DRONE

In the latest edition of the most important Consumer Electronics Trade Fair, the CES₁, several smart devices suitable for children were presented to the public. A very successful Smart-Toy is a small drone, as big as an iPhone and easy to use: Pocket Drone Odyssey Toys. a pocket drone that can record HD video.

₁: Consumer Electronics Show

• OUTDOOR

https://www.youtube.com/watch?v=WXxNPJbsuNc

The slogan shows another offscreen game: ROXs.

SMART TOYS WITHOUT GRAPHIC INTERFACE• OUTDOOR

ROXs was created to let children move, run and jump. It was also presented during the last CES 2016 and it was awarded in the top 5 of the latest products for children. Roxs consists in multiple pods interconnected via wireless. These pods are big buttons that can light up and make sounds.

ROXs is like .... “Playing Super Mario in the backyard!

SMART TOYS WITHOUT GRAPHIC INTERFACE

The product includes more than 10 pre-programmed games that differ in difficulty, distance, sound and color of the pods. Each program will correspond to a different sound and color, that make child capable to push the right button.

SMART TOYS WITHOUT GRAPHIC INTERFACE

https://www.youtube.com/watch?v=iyUgbtGJ6Tk

SMART TOYS WITHOUT GRAPHIC INTERFACE

It is a project launched by the Mountain View. Google Researchers in collaboration with Stanford University and Chiang Mai University, that created the Project Bloks. It is a platform to develop functional blocks kits that children, who have some notions about programming, can use to create or control other toys .

• INDOOR

SMART TOYS WITHOUT GRAPHIC INTERFACE

The individual elements:

Brain BoardThis provides power and connectivity. When you connect multiple Base Boards to the Brain Board, it can read their instructions and send them to connected devices via Wi-Fi or Bluetooth. It’s built on a Raspberry Pi Zero.

Bloks consists of three different "blocks".

SMART TOYS WITHOUT GRAPHIC INTERFACE

The individual elements:

PucksThey can have different shape, interactivity and they can be programmed with different instructions (e.g. turn on/off, move left, jump, play music).

SMART TOYS WITHOUT GRAPHIC INTERFACE

The individual elements:

Base BoardsWhen you place a puck onto a Base Board, the board reads puck’s instruction using a capacitive sensor. You can also connect multiple Base Boards.

All components, connected each other (not necessarily in linear way), can create a complex algorithm.Project Blocks is still developing and it has not yet provided a form for its commercialization.

https://www.youtube.com/watch?v=AuRTS35ouTs

TECHNOLOGY FOR KIDS:

THE CHALLENGE

• Today the challenge is to ensure that all those tablets, laptops, apps, and software programs are used appropriately.

• What we can do?

- educators had to recognize healthy use of digital tools

- families had to embrace technology, but they have to do it carefully

TECHNOLOGY IS NEUTRAL

• It is a benefit when it helps children to go out and discover something in environment.

• It is not a benefit when it worsens the daily life, such as:

- problems related to attention span

- poor social skills

- bad food habits

FAMILY MEDIA PLAN

The “American Academy of Pediatics” * (AAP) published an interactive tool called “Family Media Plan”.

This tool:

- helps parents to understand which kind of media is conform for their kids

- helps family to customize the plan with their values and rules

- balances online and off-line lives.

https://www.healthychildren.org/English/media/Pages/default.aspx

*It’s an organization of 66,000 pediatricians committed to the optimal physical, mental, and social health and well-being for all infants, children, adolescents, and young adults.

https://www.aap.org/en-us/Pages/Default.aspx

FAMILY MEDIA PLAN

It includes a Media Time Calculator thatcan give you an idea of how much time each child is spending on daily activities, such as sleeping, eating, homework, physical activity, and media use.

WHAT DOCTORS RECOMMEND

• Children from 18 to 24 months can be introduced to digital media only with parents support, in this way kids start to understand what they’re watching

• From 2 to 6 years children are allowed to use devices only for an hour a day, always with a parental control

• From 6 to 10 years, parents must be very careful and they have to define some social rules in order to pay attention to the use and sharing of pictures and videos on social.

LOCATEGY

34 HOURS A MONTH: It’s the amount of time that children under 16 yearsold spend using their favorite Apps, which means 4 working days.

This information comes from Locategy, an app designed to control more mobile devices that allows parents to manage their children’s mobile experience and limit the use of Apps. Furthermore it protects them against possible threats and allows the family to enjoy the benefits of a mobile lifestyle .

https://www.youtube.com/watch?v=aJHAgKW4X38&feature=youtu.be

HOW SMARTPHONE AND TABLETS AFFECT CHILDHOOD

Negative aspects:

- problem related to visual disturbances

- the ability to concentrate worsen

- smartphone and tablet help creating parallel worlds, often populated by heroes and virtual characters of games and apps, in this way the risk of psychological isolation increases

- costs related to the purchase of some apps (users have to pay in order to continue or enhance the games)

- doctors are worried about obesity, attention span, poor social skills, and other problems resulting from too much screen time

- parents are also worried about the privacy and security of their children's personal information.

Positive aspects:

- technology can develop cognitive skills and improve the baby’s brain activity in his first year

- being multitasking helps children to integrate information simultaneously. In this way kids become more productive and the ability to process information improves.

FINAL TOUGHTS

Society should see the devastating effects technology has on a child's not only on their physical, psychological and behavioral health, but also on their ability to learn and sustain personal and family relationships. Rather than hugging, playing, staying home and conversing with them, parents give their children more tv time, video games, and the latest iPads and cellular devices, creating a deep and irreversible rift between parent and child.Despite all this, if children (and obviously adults) used technology smartly, it would make life easier.

SITOGRAPHY• http://www.tandempubblicita.it/

• http://www.kompan.ie/

• http://www.smart-playground.com/

• https://www.entrepreneur.com

• http://www.continentaloutdoor.com/

• http://www.oceanoutdoor.com/

• http://creativecriminals.com/

• http://mediasmarts.ca/

• http://www.adweek.com/

• http://www.marketing-schools.org/

• http://petapixel.com/

• http://www.monopattinoelettrico.eu/hoverboard/

• http://www.igosmartboard.com/

• http://altitude.tech/portfolio/sensly/

SITOGRAPHY

• http://www.tandempubblicita.it/

• http://www.kompan.ie/

• http://www.smart-playground.com/

• https://www.entrepreneur.com

• http://www.continentaloutdoor.com/

• http://www.oceanoutdoor.com/

• http://creativecriminals.com/

• http://mediasmarts.ca/

• http://www.adweek.com/

• http://www.marketing-schools.org/

• http://petapixel.com/

• http://www.itsnicethat.com/

• https://rethinkingchildhood.com/

• http://www.edweek.org/

SITOGRAPHY

• http://formare.erickson.it/

• https://www.juniperresearch.com/

• http://www.humanitasalute.it/

• http://www.mi.com/toyblock/

• http://odysseytoys.com/project/the-pocket-drone/

• http://www.a-champs.com/roxs

• https://projectbloks.withgoogle.com/

• http://www.playroxs.com/

BIBLIOGRAPHY

• Villani, D., Gaggioli, A., Riva G., “Tecnologie Positive per il benessere: Proposte di Intervento” Ricerche di Psicologia (2015) 1: 255-266.

• Riva G., “Nativi Digitali. Crescere ed Apprendere nel Mondo dei Nuovi Media.” Il Mulino, Bologna (2014).

• AA.VV., ”Come nasce il progetto WiRoni?”; Form@re, ISSN 1825-7321 © Edizioni Erickson (2011).