(name : valid : private, gamer1),
(position : valid : private, (2, 3)),
(table : valid : private, {1})
(tag : valid : private, 1),
(type : valid : private, (tot, player))}
{(id : valid : public, 1),
t
game
=
t
player
f
valid
f
invalid
f
succeed
f
fail
t
player
t
player
t
player
t
player
f
playerShare
(name : new : private, gamer1),
(position : new : private, (2, 3)),
(table : new : private, {1})
(tag : new : private, 1),
(type : new : private, (tot, player))}
(state : valid : private, init)}
{(surname : valid : private, Dupont),
{(surname : new : private, Dupont), {(surname : valid : private, Dupont), (name : valid : private, gamer1),
(position : valid : private, (2, 3)),
(table : valid : private, {1})
(tag : valid : private, 1),
(type : valid : private, (tot, player))
{(surname : invalid : private, Dupont),
(name : invalid : private, gamer1),
(position : invalid : private, (2, 3)),
(table : invalid : private, {1})
(tag : invalid : private, 1),
(type : invalid : private, (tot, player))}
t
game
{(id : valid : public, 1),
(number
player
: valid : public, 4)
(position : valid : private, (2, 3)),
(table : valid : public, {1})
(tag : valid : private, 1),
(type : valid : public, (tot, player))
(state : valid : public, init)}
{(surname : valid : private, Dupont),
(name : valid : public, gamer1),
(number
player
: valid : public, 3)
(type : valid : public, (cct, game))}
(type : valid : public, (cct, game))}
Figure 3: Evolution example of traces resulting from the flexible interleaving between agent processing and filter triggering.
if the trace is validated. After this validation process
and the modification of the trace t
player
, two filters are
launched, f
succeed
and f
f ail
, whose role is to ensure lo-
cal coordination, including display information. GA
and IA agents are launched in case of success, with
adequate parameters. IA provides a visual feedback to
the player via the LED underneath the tangible object.
The role of GA is to create a player agent PA associ-
ated to the player identifier card and to enrich the trace
t
player
by adding the property state with the value init.
The game trace t
game
is further updated to keep track
of the new number of players. In parallel to the con-
sistency process, an information sharing process oc-
curs. The filter f
player share
defines the privacy policy.
Some parts of t
player
have now to be shared, due to the
basic rule that any new player must remain visible to
other players. The condition to share information is
that the trace is valid and the agent state is init. When
the filter is triggered, the associated action is the mod-
ification of t
player
privacy properties. Following the
specific rules of that game, distant IA agents are then
launched by the filter f
player visual
in order that some
virtual representative of the new player be displayed
on distant interactive surfaces. New traces are gen-
erated each time a new tangible object is placed on
the interactive surface. These traces evolve through
the action of agents and filters, which result in new
contextual pattern modifying the course of process-
ing. Regulation of local as well as distant activities is
transparently and smoothly integrated in this process.
4 CONCLUSIONS
We have proposed an original approach for normative
systems in the framework of socio-physical comput-
ing. In this design, norms are meant to mediate human
activity by providing signs of its compliance to the
edicted rules. Norm compliance information may be
processed and interpreted, possibly in different con-
texts, by different actors, providing a gain in flexibil-
ity and modularity. Human action in such design is
mediated rather than constrained by norms which act
in a productive, constructive way, by providing signs
of their relationship to action, in agreement with ac-
tivity theory.
Work performed under grant IMAGIT - ANR
2010 CORD 01701.
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