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Expanding the Magic Circle in Pervasive Casual Play
Typically, in digital entertainment, the screen is the center of the player's attention. If the real world was part of the gameplay, the player would also pay attention to what is happening around her. That is the case of pervasive games. Our objective is to find ways of making pervasive play available for a large casual audience, but in a way that casual games are not deprived of their intrinsic characteristics. Casual games are easy to play, have simple rules and easy to understand interfaces and the introduction of real world elements must thus not deprive them of these characteristics.
Video     Papers
The Enchanted Moor
This game stimulates curiosity about Enchanted Moors' legends while encouraging social engagement among players. In this game the player will not be isolated in front of the monitor and will have to call upon others to be successful.
Game     Video     Papers
Weather Wizards
Weather Wizards is the first Android game that resorts to real time weather data. This adaptronic, multiplayer, location based game, where real time weather data is key to the gameplay, was created to gauge the contribution of weather to player engagement.
Game     Video     Papers
WaggleBee is a proof-of-concept research Android prototype, which is designed to enhance social experiences by providing an easy means of interacting with and sharing mobile Web content among co-located groups.
The Imaginary Friend
Sometimes, one wants a friendly shoulder to lean on or someone with whom to share the good and the bad times. Here, we propose a metaphor of an imaginary friend who accompanies the user and to whom the user can confide her emotions. Due to a special bond with the user, the Imaginary Friend can see the emotions that the human companion is feeling glowing around her. As the user moves around she leaves behind emotion cookies that the Imaginary Friend will collect and treasure. In order to enable rich and playful interactions in the virtual-real continuum the implementation of the Imaginary Friend responds to motion, to the electrodermal activity and resorts to GPS coordinates.
Video     Papers
The Castle of Count Pat
The Castle of Count Pat was a game designed to access if the quantitative and graphical perception of sound, by students, can influence how they behave in the classroom. The game captures sound and shows the sound wave or the frequency spectrum, integrated with an animated character, to students in real time. The quieter the students are the higher the score.
Video     Papers
Path Improvement in the Automatic Generation of Guided Tours
Here we present a new method for improving a user's path, inside a model, reducing or eliminating the unnecessary detours.