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   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">Tod Machover.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Strickon, Joshua Andrew, 1976-</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Massachusetts Institute of Technology. Department of Architecture. Program In Media Arts and Sciences.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Program in Media Arts and Sciences (Massachusetts Institute of Technology)</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2014-07-11T21:05:39Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="available">2014-07-11T21:05:39Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2002</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued" lang="en_US">2003</dim:field>
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   <dim:field mdschema="dc" element="description" lang="en_US">Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, February 2003.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">P. 244 blank.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (p. 237-243).</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">We have yet to create the ultimate interactive experience. Why is that so, and how can that change? How can we increase our chances of getting it right? Interactive, location-based experiences are a new genre and need a new way of thinking about designing them. We also need a better way of dealing with the sophistication of modem technology, enabling us to get to the heart of designing these new interactions. This thesis makes progress in this area by creating a classification system for the space of interactive location-based entertainment experiences. It begins to develop a theory of interactivity as it can be applied to this genre. The theory also guides the birth of a library of interactive design techniques and the development of a design approach as a series of steps and questions that must be answered to complete an experience. It is proposed that across a variety of experience types (games, rides, theater shows and museum installations), the design approach will be similar. It is also hypothesized that given one distinct hardware system, a range of different interactions can be explored. Furthermore, this thesis looks at how technology can be used to aid in the development process by designing a rapid development environment for prototyping new interactions. By establishing a new way of looking at the problem I hope to be able to reach the goal of creating compelling experiences. Through the construction of a new set of tools, this thesis details the fundamental elements of a location-based, interactive attraction and exposes all of the technical, practical and artistic issues that must be resolved to successfully complete and deploy them.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Joshua Andrew Strickon.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree" lang="en_US">Ph.D.</dim:field>
   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">244 p.</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
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   <dim:field mdschema="dc" element="rights" qualifier="uri" lang="en_US">http://dspace.mit.edu/handle/1721.1/7582</dim:field>
   <dim:field mdschema="dc" element="subject" lang="en_US">Architecture. Program In Media Arts and Sciences.</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">Smoke and mirrors to modern computers : rethinking the design and implementation of interactive, location-based entertainment experiences</dim:field>
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   	&lt;Title>Smoke and mirrors to modern computers : rethinking the design and implementation of interactive, location-based entertainment experiences&lt;/Title>
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   	&lt;Abstract>We have yet to create the ultimate interactive experience. Why is that so, and how can that change? How can we increase our chances of getting it right? Interactive, location-based experiences are a new genre and need a new way of thinking about designing them. We also need a better way of dealing with the sophistication of modem technology, enabling us to get to the heart of designing these new interactions. This thesis makes progress in this area by creating a classification system for the space of interactive location-based entertainment experiences. It begins to develop a theory of interactivity as it can be applied to this genre. The theory also guides the birth of a library of interactive design techniques and the development of a design approach as a series of steps and questions that must be answered to complete an experience. It is proposed that across a variety of experience types (games, rides, theater shows and museum installations), the design approach will be similar. It is also hypothesized that given one distinct hardware system, a range of different interactions can be explored. Furthermore, this thesis looks at how technology can be used to aid in the development process by designing a rapid development environment for prototyping new interactions. By establishing a new way of looking at the problem I hope to be able to reach the goal of creating compelling experiences. Through the construction of a new set of tools, this thesis details the fundamental elements of a location-based, interactive attraction and exposes all of the technical, practical and artistic issues that must be resolved to successfully complete and deploy them.&lt;/Abstract>
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