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Osmo

playosmo.com

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Re: Osmo

#22
What's with the weird space between "Pre" and "Order Osmo" in the header? Also, the percentage doesn't add up. Or is it supposed to be with shipping?

By the way, the price is ridiculous. Even the discounted one. That puzzle sells for about 4$ (that's with profit), let's be generous and say that the app itself is worth $10 (which it isn't) and we are left with $85 for a mirror embedded in plastic? Shipping not included?!

That being said, nice idea, I haven't seen it done before. Possibilities to extend this are great.

Re: Osmo

#23
post #15

OK, seriously, why is it so hard for companies to just tell me what their product is? I guess it's some sort of augmented reality thing? With a clip-on mirror? (???) And a standard Tangram game? "For the first time, fun knows no limits." Did somebody redesign zombo.com for the 21st century and try to attach a product to it? There are so many beautiful product pages out there which completely fail at the basic task of…

This product definitely relies on the video to convey it's magic. If you don't watch the video, you won't get it.

I don't watch videos unless I'm first convinced by the text that they're worth watching. I doubt I'm alone in this. Why is it so hard to put one or two sentences that just tell me what you're talking about?

Re: Osmo

#24

>Top educators from over 150 elementary schools nationwide, including the Bay Area’s best preparatory institutions, are raving about Osmo’s natural ability to foster creative, social, and emotional learning ‑ and how much their students love it. If there's one thing I, as a teacher, do not trust, it's when teachers (sorry, I mean "educators") get excited about technology. (Doubly so if educators = administration)

Although "educators" being excited about technology certainly doesn't guarantee that it will be great, it's not a negative signal either. Singling this out for such cynical focus when there's so much other content here to comment on seems unwarranted.

Re: Osmo

#25

I really like this. It seems to me to be an early approximation of Neal Stephenson's A Young Lady's Illustrated Primer from The Diamond Age . A commensurate companion, guide, and teacher. Sure this may only be a few activities but the responsiveness and seeming magic to it is fantastic. I particularly like that you can set down a toy in front of the camera and it renders out a flat illustrated version of that toy.

Here's a free "magic" iPad app that I'm developing, which doesn't require any gadgets!

http://pantomimecorp.com/

https://search.itunes.apple.com/WebObjects/MZContentLink.woa...

Re: Osmo

#26
The company introduces Osmo, an iPad suite of games for children which uses the iPad's camera to use physical tiles on a traditional tabletop as input. The demonstrated games include tangram, a tile based word guessing game, and a physics-engine based game in which players must draw a path for falling objects to hit targets.

While the product describes itself as using "reflective artificial intelligence, a groundbreaking technology that bridges the real and digital realms for unlimited possibilities of play", it falls under what we in academic HCI call "tangible interaction", following Shaer & Hornecker's definition:

"Interfaces that are concerned with providing tangible representations to digital information and controls, allowing users to quite literally grasp data with their hand and effect functionality by physical manipulations of these representations." [0]

The four claims typically made when introducing tangible interfaces in products for children are usability benefits, learning benefits, collaboration benefits, and fun benefits [1]. Osmo does not escape to the rule, claiming all 4 in its marketing copy.

While Osmo does not include any information about research conducted with it that would demonstrate those claims, similar systems have been proposed in the past.

The word game is mirrored in Dekel & al's Spelling Bee [2], a game which uses wooden letter blocks instead of Osmo's Scrabble tiles, and LEDs embedded in the cubes to provide player feedback. The authors report high engagement from the test audience (children 7-12), but no learning assessment or long term engagement study was performed (arguably 2 of the most important metrics).

The tangram game is mirrored in past research projects, including Scarlatos & al's [3] tangram game. Xie & al's [4] paper performs a user study on 3 implementations of a puzzle game: physical, GUI based, tangible. The authors report finding same self-reported level of enjoyments from the test users on all 3. However, they report that repeat play was more significant in the physical & tangible version of the game, which does not create an argument in the favor of Osmo. They do report significant gender effects in the way of collaboration, which could be relevant for Osmo:

"While all gender pairings’ mean scores on the Interest and Enjoyment subscale were nearly the same for the TUI condition, the boy-boy pairs had significantly higher scores than the girl-girl and girl-boy pairs for the GUI condition. In addition, the girl-girl pair scores were significantly higher for the traditional PUI condition than for either of the computational conditions (GUI, TUI). For girl-girl pairs mean scores for Perceived Competence subscale were also higher for the PUI condition than for either of the GUI or TUI conditions. Mean scores for boy-boy pairs were highest for the GUI condition."

The last game implemented by Osmo, the physics game, is the least interesting of the 3 as it has less claims to educational value than the other 2. However, it is reminiscent of several similar tabletop based tangible systems and augmented reality systems. [5]

Unfortunately I have to go work now, and the edit window will be over when I'm back online :( But for readers who found the above interesting, I will leave a few more relevant papers [6][7][8][9]

[0] Shaer & Hornecker, "Tangible user interfaces: past, present, and future directions", 2010

[1] Zaman & al., "Editorial: the evolving field of tangible interaction for children: the challenge of empirical validation", Personal Ubiquitous Computing, 2012

[2] Dekel & al, "The Spelling Bee: An Augmented Physical Block System that Knows how to Spell", ACE, 2007

[3] Scarlatos & al, "TICLE: using multimedia multimodal guidance to enhance learning"

[4] Xie & al, " Are Tangibles More Fun? Comparing Children's Enjoyment and Engagement Using Physical, Graphical and Tangible User Interfaces ", TEI 2008

[5] Krzywinski & al, "RoboTable: A Tabletop Framework for Tangible Interaction with Robots in a Mixed Reality"

[6] Antle & al, "Hands on What? Comparing Children’s Mouse-based and Tangible-based Interaction", IDC 2009

[7] Resnick & al, " Programmable Bricks: Toys to Think With", IBM Systems Journal, 1996

[8] Price & al, "Let's get physical: Learning Benefits of interacting in digitally augmented physical spaces" , 2004

[9] Resnick, "Edutainment? No thanks I prefer Playful Learning", 2004

Re: Osmo

#27

Did anyone else get excited expecting something related to this? http://en.wikipedia.org/wiki/Cosmic_Osmo_and_the_Worlds_Beyo...

Me too! I remember watching some little kids (who are now in their 30's) delightfully playing Cosmic Osmo, and explaining it to the adults.

Re: Osmo

#28

I would love to see this with a giant screen. The iPad is great but kids needs space and room to play. Great start and I really feel that things like this will have a great impact in the future.

I'm sure this would be fun on a giant screen, but it's not necessary. Kids play with tablets and phones all the time. Large screens are not a prerequisite for enjoyable playtime.

Re: Osmo

#29
I wonder if there are other use cases for a little iPad augmented reality app on a stand beyond kids stuff

Re: Osmo

#30
post #23

Earlier quoted context omitted.

This product definitely relies on the video to convey it's magic. If you don't watch the video, you won't get it.

I don't watch videos unless I'm first convinced by the text that they're worth watching. I doubt I'm alone in this. Why is it so hard to put one or two sentences that just tell me what you're talking about?

There's probably also many people that won't bother reading much about the product, and are reached much easier through a video. In truth, their blurb There's digital gaming. There's real world fun. And then there's Osmo, a magical experience that merges the real and virtual worlds to defy the boundaries of play. is the few sentences you were looking for. It just appears to be useless marketing speech because their product isn't really a single thing, but a way to augment traditionally purely physical children's games with instant digital feedback. Than can be hard to explain in a useful way with just text.

Edit: s/new interaction mode for children/better description/

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