140 likes | 271 Vues
Experience OtTomer, a groundbreaking interactive adventure designed for children aged 6-12, combining fun and learning in a captivating environment. The adventure takes place in a fantastical space divided into six unique rooms, where groups of up to six children participate in a real-time story. Inclusive for children with disabilities, OtTomer features multiple interactive devices and interfaces, allowing children to engage, learn, and play. From navigating a labyrinth to meeting virtual characters, every interaction fosters creativity, teamwork, and discovery.
E N D
oTTomer an interactive adventure for children
oTTomer an interactive adventure for children • Agenda • Main Features • The Space • Interactions • Technological Systems • Learning Contents • Next Steps
oTTomer • Main Features • Physical space divided in six rooms • Groups of 6 children (ages between 6-12) • Children are part of the plot • Story happens in real-time • Inclusive adventure (disabilited children) • Several interactive devices and ubiquitous interfaces
oTTomer The Space Abandoned Forest Black Cave Labyrinth Reception Candralocka Tree of Knowledge Area: 96 sq yards (80 m2)
oTTomer Interactions: Reception • Following steps. Installation that shows the correct path • Kara’s projection. Introduces the story and helps the children • Photogalactic machine. Children take pictures and answer simple questions (name, age) • Dressing room. Children dress up character’s clothing • Mirror. Augmented reality, reflecting children’s face in characters’ fisionomy Area: 10 sq yards (8 m2)
oTTomer Interactions: Tree of Knowledge • Tree of Knowledge. Kara’s home • Moving rocks. Virtual agents that give bad advices about this journey • Butterflies and flowers. Interactive Scenarios • Sagumi’s. Children meet him and receive useful advices • Fountain. Augmented reality to increase immersion’s level and show part of the future (only in some cases) Area: 10 sq yards (8 m2)
oTTomer Interactions: Labyrinth • Stellio’s Yard. Smoggy place where this creature usually is • Stellio’s. They might need to enter, rescuing the maps (in case Stellio takes them into his nest) • Maps. Children have to take them, to get into the black cave safely • Safe places. Where they can hide • Lava Lagunas. Interactive Scenario where Stellio swims • Bats. Interactive Scenario that intervenes in Stellio’s behaviour Area: 19 sq yards (16 m2)
oTTomer Interactions: Candraloka • Candralocka’s greens. Interactive Scenario: talking mosses, mushrooms, carrots... • Áquila’s. Children need to grab some fallen feathers • Lockis’. Slippy virtual agents and because of that, they cannot shout • Well. Children need to get the basket to collect the berries • Picurius’. Where children need to get magic potions Area: 19 sq yards (16 m2)
oTTomer Interactions: Forest • The berries valley. Interactive Scenario with magic berries (that they must take) • Az’eno’s. Children have to get the keys of the cave • Old bushes. Each child must grab one (to use later at the cave) • Little river. Interactive Sceario where Az’eno swims • Shinny fishes. Interactive Scenario with lovely fishes Area: 19 sq yards (16 m2)
oTTomer Interactions: Black Cave • Cave’s Entrance. Where they’ll meet the lonely Odorac • Window. Where they may peek Odoracs • Doors. That open with the keys got at the Forest • Dark room. Interactive Scenario, with centipedes • Geysers. Interactive Scenario: smoggy room • Odoracs room. Children have to decide: whether imprision the arrived odorac or expell him Area: 19 sq yards (16 m2)
oTTomer an interactive adventure for children • Main TechnologicalSystems • Portable Devices (MP3 player) – to track children positioning and launch learning events • Virtual Agents (in all rooms) – That interact with children according to their location and role in the story • Interactive Installations (in all rooms) – Whether to show the paths, to increase the immersion, to play learning tasks or to get info (e.g. photogalatic machine) • eLearning platform (to store learning objects) • Dynamic database
oTTomer an interactive adventure for children • Learning Contents • Triggered by children’s portable devices • Each task can be performed individually or in group • The learning system varies according to: • user’s profile • user’s location • daily/weekly/monthly theme
oTTomer an interactive adventure for children • Next Steps • Design interactive learning contents (about several areas of study at portuguese schools) • Build credible characters & scenarios • Develop completely transparent interfaces • Build a solid back-office system (including eLearning platform) • Find sponsors & get a testing room
oTTomer an interactive adventure for children Any questions? info@ottomer.com www.ottomer.com