Life-size Board Game “Human SUGOROKU”
To Teach Children about Vegetation Succession
Application of Human Sensing Technology to Embodied Education
Ryuichi Yoshida
1
, Takayuki Adachi
1
, Keita Muratsu
2,3
, Hiroshi Mizoguchi
1
, Fusako Kusunoki
4
,
Miki Namatame
5
, Masanori Sugimoto
6
, Etsuji Yamaguchi
3
, Shigenori Inagaki
3
and Yoshiaki Takeda
3
1
Department of Mechanical Engineering, Tokyo University of Science, 2641 Yamazaki, Noda-shi, Chiba-ken, Japan
2
Research Fellow of Japan Society for the Promotion of Science, Tokyo, Japan
3
Graduate School of Human Development and Environment, Kobe University, Hyogo, Japan
4
Department of Computing, Tama Art University, Tokyo, Japan
5
Tsukuba University of Technology, Ibaraki, Japan
6
Hokkaidou University, Hokkaidou, Japan
Keywords: Interactive Content, Ultrasonic Sensor, Embodiment, Learning Support System.
Abstract: In this paper, we propose and develop a full-body interaction system and simulation game called “Human
SUGOROKU,” which helps elementary school students learn about vegetation succession while having fun.
We found that the students became more involved in the game because they were required to play it using
their body movements. An experiment conducted with students verified that the participants became
immersed in the virtual world of vegetation succession while playing Human SUGOROKU. This paper
describes the structure of our game and the results of its evaluation.
1 INTRODUCTION
Elementary school students often have difficulty in
understanding environmental issues because they
cannot easily experience the relevant knowledge that
they gain in school. In light of this, we aim to
collaborate with elementary schools to effectively
educate students regarding environmental problems.
In previous research, we developed a simulated
tablet game, based on the Digital SUGOROKU
board game, involving vegetation succession
(Toshizaki Matsumura, 2010; Akiko Deguchi, 2010;
Akiko Deguchi, 2009). Vegetation succession is the
observed process of change in the plant life in an
ecosystem, such as the kinds of trees and plants
found in mountains and their patterns of distribution
in the last several thousand years. Vegetation
succession is a crucial concept for the conservation
of mountains. The word “SUGOROKU” means
“board game” in Japanese. Multiple players can
participate in a game of Digital SUGOROKU. The
board is divided into grids, and each player moves a
piece on it. Players move their pieces on the grid
according to event cards, with the aim of securing
the most advanced piece. In our game, a piece
corresponded to a plant and grids corresponded to its
succession phases. In other words, the children
played the role of plants in the simulation.
Experiments revealed that our game effectively
stimulated interest among students and helped them
learn (Toshizaki Matsumura, 2010; Akiko Deguchi,
2010; Akiko Deguchi, 2009).
However, one drawback of the game was that it
was digital and, hence, was played on a computer
screen. We found that the virtual world did not
suitably approximate to the real world. Our
experimental evaluations suggested that rendering
the virtual world more immersive would not only
further motivate the students, but would also
enhance their understanding. In order to evoke
greater interest in the digital game among students,
we focus on implementing operations through
players’ body movements. Accordingly, we have
developed a new learning support system called
“Human SUGOROKU” (Figure 1) (Tomohiro
Nakayama, 2014). The original tablet game uses a
touch panel interface, and players move pieces using
a mouse or a touch pen. By contrast, in order to
make Human SUGOROKU more interesting, we
replaced the touch panel interface with a full-body
295
Yoshida R., Adachi T., Muratsu K., Mizoguchi H., Kusunoki F., Namatame M., Sugimoto M., Yamaguchi E., Inagaki S. and Takeda Y..
Life-size Board Game “Human SUGOROKU” To Teach Children about Vegetation Succession - Application of Human Sensing Technology to Embodied
Education.
DOI: 10.5220/0005476202950300
In Proceedings of the 7th International Conference on Computer Supported Education (CSEDU-2015), pages 295-300
ISBN: 978-989-758-108-3
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
interaction interface developed by combining a
human detector interface, which measures each
player’s movement, with the game’s digital core. In
Human SUGOROKU, the students move on a life-
size board.
In this paper, we determine whether Human
SUGOROKU caused participants to be immersed in
the virtual world of vegetation succession. Unlike
Nakayama et al., who gathered data by interviewing
players once they had played Human SUGOROKU,
we tracked participants’ states in real time to
determine whether they were immersed in the
system, and analyzed their remarks while playing
Human SUGOROKU. In this paper, we describe the
structure of Human SUGOROKU as well as the
evaluation experiment.
2 HUMAN SUGOROKU
2.1 Structure
In Human SUGOROKU, players operate as pieces
by moving on a replica of the SUGOROKU board
drawn on the floor. In order to implement this
operation, technologies that can measure a player’s
position and identify the players in the room are
needed. The technology to calculate a player’s three-
dimensional (3D) position through attached
ultrasonic sensors has already been developed
(Yoshifumi Nishida, 2003; Akifumi Nishitani, 2005).
Accordingly, we used ultrasonic sensors as our
human detector interface.
Figure 2 shows the structure of Human
SUGOROKU. The system is composed of ultrasonic
sensors, two computers, and a projector. Receivers
are placed on the ceiling and transmitters are
attached to the players moving on the grid drawn on
the floor. The digital game core runs on a computer
and is shown on a projector, so that players can
visually absorb the state of the game. A server is
connected to the ultrasonic sensors, which calculate
players’ 3D position information and send it over the
network. Another client computer runs the digital
game.
2.2 Digital Game Core
The digital game core is written in ActionScript
CS5.5, and the game simulates the forested area of
Mt. Rokko in Japan. Figure 3 shows a screenshot of
the game. The plant pieces represent the
characteristic plants that grow on Mt. Rokko.
Figure 1: Human SUGOROKU full-body interaction
system.
Figure 2: Structure of Human SUGOROKU.
Figure 3: Screenshot of digital game.
The surrounding part is the grid area. The event
cards either disrupt or promote plant growth. The
cards are turned over by operating the keyboard, and
the pieces accordingly move on the grid. A
visualization window represents vegetation
succession according to the progression of the game.
In the digital game, there are six types of plant
pieces: Rubus Microphyllus, Mallotus Japonicas,
Quercus Serrata, Pinus Densiflora, Castanopsis, and
Llex Pedunculosa. These plants have varying growth
rates and sizes. Rubus Microphyllus and Mallotus
Japonicas are rapidly growing small plants, Quercus
Serrate and Pinus Densiflora are medium-size plants
that grow at a moderate rate, and Castanopsis and
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Llex Pedunculosa are slow-growing tall plants.
There are six types of event cards: sunny, rainy, wild
boar, insects, landslides, and felling. The extent of a
disturbance depends on the characteristics of each
event card and affects plant breeding. The sunny and
rainy cards are classified as “no disturbance,” wild
boar and insects are classified as “small
disturbances,” and landslides and felling are classed
as “large disturbances.” For example if no
disturbance occurs, small plants, such as Rubus
Microphyllus, decline and tall plants breed. On the
other hand, if a large disturbance occurs, the forest
shows very little vegetation. Therefore, the number
of rapidly growing plants increases and the number
of slow-growing plants decreases significantly.
Moreover, there is mutual action between plants.
This mutual action occurs when two plants grow in
the same place. For example, if a tall plant and a
small plant grow in the same densely forested area,
the tall plant can obtain the sunlight it needs to grow
but the small plant cannot. Therefore, the number of
small plants will decrease. Players can visually
understand the state of vegetation succession
through the visualization window. Thus, students
playing the game can easily understand the scale and
effect of the disturbances on each species of plant.
Vegetation succession is expressed by the relative
progress of each plant piece.
2.3 Human Detector Interface
Figure 4 shows the system configuration of the
human detector interface. To calculate the position
of the players and identify them in the room, we use
ultrasonic sensors consisting of transmitters,
receivers, and a control unit. The receivers receive
ultrasonic waves emitted from the transmitters,
whereas the control unit calculates the 3D position
of the transmitters using the time difference between
successively received ultrasonic waves from the
same transmitter. Because each transmitter has a
unique identifier associated with it, the ultrasonic
sensors can locate the positions of the players using
the transmitters and identify them. Therefore, by
setting transmitters that correspond to a type of plant
piece in advance, we can understand the type of
plant and the position of the associated learner.
In the tablet game, players use a mouse or a touch
pen. They can move a piece on the grid by dragging
it on the computer screen, and can place a piece on
the grid by releasing it. To make the players’ pieces,
it is necessary not only to measure their position, but
also to determine their situation: whether they are
moving or stationary. The system determines
whether players are standing or sitting based on the
position of their heads.
Figure 4: System configuration of human detector
interface.
Figure 5: Playing Human SUGOROKU.
3 EVALUATION
3.1 Evaluation Method
The purpose of our experiment was to determine
whether the participants were immersed in the
virtual world of vegetation succession while playing
Human SUGOROKU. For this, we recorded
participants’ comments as they played the game and
Life-sizeBoardGame"HumanSUGOROKU"ToTeachChildrenaboutVegetationSuccession-ApplicationofHuman
SensingTechnologytoEmbodiedEducation
297
investigated whether these were sufficient to judge
their level of interest. When a participant’s comment
suggested that he/she felt like he/she had completely
become a plant, we concluded that the person was
immersed in the virtual world of vegetation
succession.
The participants were 36 sixth-grade primary
school students (ages 11-12 years) in Japan. The
participants were divided into six groups of six
participants each. The members of each group
played two rounds of Human SUGOROKU. The
first round consisted of nine event cards and the
second of 10. The types of cards that appeared
during the first and the second rounds of play had
previously been decided to ensure that the
participants would experience multiple patterns of
vegetation succession. Many first round event cards
included smaller disturbances, whereas several
second round event cards affected larger
disturbances.
The first and second rounds of play lasted for a total
of 30 minutes. We randomly selected five of the 36
participants and recorded their comments during the
game to serve as our data source. The comments
were recorded using a video camera, and we
collected approximately 30 minutes of sound data
per person.
We first transcribed the recorded comments. Then,
with each event card acting as a unit, we divided the
audio data accordingly, and further divided
participants’ comments in each unit every time there
was a change in the speaker. We classified the
comments into two categories: (1) comments
indicating that the participant was immersed in the
virtual world of vegetation succession, and (2)
comments unrelated to immersion. We then counted
the total number of comments for each category.
A few comments indicated that the participants were
immersed in the game. For instance, a participant
playing the role of Castanopsis said during the
deforestation event, “No, don’t cut me down,” or “It
feels so sad to be cut down!” Examples of comments
unrelated to immersion included an instance when a
participant, who noticed that another participant was
moving to an incorrect square, said, “That’s not the
square (you should be moving to).”
Table 1: Number of comments indicating immersion, and comments unrelated to immersion.
Unit (1
st
round of play) Unit (2
n
d
round of play)
1 2 3 4 5 6 7 8 9 1 2 3 4 5 6 7 8 9 10
Total
P1
8 1 6 2 6 6 6 7 9 3 6 5 4 3 6 15 7 6 5
111
×
3 3 1 2 2 1 2 1 4 5 1 8 1 3 0 4 0 2 1
44
P2
7 7 5 3 3 6 8 7 3 5 6 0 2 4 0 3 0 4 5
78
×
1 1 8 4 2 1 0 2 2 5 4 5 0 2 3 1 5 4 2
52
P3
9 6 6 3 7 4 9 5 10 6 9 8 7 5 7 5 5 5 9
125
×
4 2 4 2 1 1 2 2 2 4 1 3 1 1 2 4 3 0 2
41
P4
4 5 8 5 0 5 3 10 6 4 6 0 7 7 0 2 8 3 7
90
×
0 1 1 0 7 2 2 3 1 3 1 6 0 0 3 1 1 3 1
36
P5
9 7 9 6 5 6 5 12 3 2 6 6 0 3 8 5 0 6 2
100
×
5 0 1 3 3 2 3 5 0 2 2 2 1 1 1 4 3 1 0
39
Note: The numbers indicate the number of comments. : comments indicating immersion, ×: comments unrelated to
immersion, P1: Participant 1 P2: Participant 2P3: Participant 3P4: Participant 4P5: Participant 5.
Table 2: Comments made by participant P3 regarding an event card.
01 P3 : I want a large disturbance. I want a landslide! Landslide!
02 Other (Castanopsis) : I want a rainy or a sunny day.
03 P3 : So, Castanopsis can move forward when it is rainy or sunny.
04 Other : No landslide, please.
05 Moderator : I’m going to turn over the event card now.
06 Other : Oh no, it’s a landslide! That’s terrible! I have to move back four squares.
07 P3 : This is really interesting.
Note. P3: Participant 3
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Table 3: Comments made by participant P5 regarding a mutual action.
01 Moderator : Next, let’s turn over the event card.
02 P5 : It’s a rainy day!
03
Other
(Pinus Densiflora)
: Great! I can move forward three squares!
04 P5 : I can’t move much.
05 Other : Just one square?
06 P5 : Yes.
07 Other : One, two, three (counts squares). I’ve really moved ahead.
08 P5 : [Mutual action with Pinus Densiflora occurs.] Wait a minute. Now I have
to move back two squares. You’re the worst!
Note. P5: Participant 5
3.2 Results
Table 1 shows the number of comments that
indicated immersion as well as the number of
comments unrelated to immersion. More than 70%
of the total comments made by P1, P3, P4, and P5
indicated immersion, and more than 60% of the total
comments made by P2 indicated the same.
Table 2 shows P3’s comments relating to an
event card. P3 was hoping for a large disturbance, so
that the plant (Mallotus Japonicus), the role of which
he played, could move forward [01]. At the same
time, the participant playing the role of Castanopsis
was hoping for a sunny day or a rainy day event card,
so that her plant could move forward [02]. When the
event card indicated a landslide, the participant
playing the role of Castanopsis was disappointed as
she had to move back four squares [06], while P3
was happy at being able to move forward [07].
Table 3 shows P5’s comments relating to a mutual
action. When a rainy day event card appeared, the
participant playing the role of Pinus Densiflora was
happy to be able to move forward three
squares [03], while P5 was unhappy at only being
able to move forward by a square [04]. Due to the
movements of each plant, Rubus Microphyllus and
Pinus Densiflora arrived at the same square,
resulting in a mutual action. Consequently, Rubus
Microphyllus had to move back two squares, and
expressed anger toward the player playing Pinus
Densiflora [08].
4 CONCLUSIONS
In this paper, we proposed and tested a movement-
based “Human SUGOROKU” game designed to
educate students about vegetation succession while
having fun. The results of our evaluation, based on
participants’ comments during the game, indicated
that the participants were thoroughly immersed in
the game. We surmise that there are two reasons for
this result: (1) The participants were able to
experience fondness for the plant they played, since
the participants themselves were the pieces in the
SUGOROKU game. (2) Because the participants
had to move forward or backward according to
whether the plants flourished or decayed,
respectively, they felt as if they were the actual
plants.
ACKNOWLEDGEMENTS
This research was partly supported by the Grants-in-
Aid for Scientific Research (B) (No. 23300303) and
(B) (No. 24300290).
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Life-sizeBoardGame"HumanSUGOROKU"ToTeachChildrenaboutVegetationSuccession-ApplicationofHuman
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